While Guthix Sleeps



While Guthix Sleeps (also known as WGS) is the first Grandmaster quest, released on 26 November 2008. It is said to be the longest quest released by Jagex. This quest is fairly difficult, and only those players with a considerable amount of experience can complete it.

Walkthrough
Player Warning: While on this Grandmaster quest, it is advised that you do not dispose of, drop, or destroy the Dagon'hai robes set or the Elite black knight armour. To obtain another set of robes, you need to get them as drop from Dagon'hai Monks or buy them from other players. The armour can also be bought from other players or eventually obtained from rare drops by Elite Black Knights in the dungeon of the Black Knights' Fortress.''

Legend's Guild
Items to bring: Games necklace, Varrock teleport, and either Ranged or Melee gear to kill two level 38s.

Optional items: Dramen staff or Lunar staff (to use Fairy ring BLR to go to the Legends' Guild); Ring of Duelling and a Log (to teleport to Castle Wars and then to use the nearby Balloon transport system to go to Taverley); House teleport if your house is in Taverley.

Talk to Radimus Erkle who is in the Legends' Guild northeast of Ardougne. He will send you to talk to Ivy Sophista in Taverley, allegedly to lead a mission into Karamja to establish a new temple to Guthix.

He tells you the pass phrase to say to Ivy: "Our friend in common places great faith in totems".

Taverley

 * 1) Talk to Ivy Sophista in the long building which is south of the Witch's house in Taverley (She is near the chest that you use the crystal key on). When you speak to her, select the option "Our friend in common places great faith in totems". The player will then inquire about the Karamja mission and Ivy will inform the player that the "Karamja mission" is actually something quite different.
 * 2) Go up the ladder which is near Ivy Sophista and the chest. Now talk to Thaerisk Cemphier who is on the second floor. While talking to Thaerisk Cemphier, two level 38 assassins will appear and attack you using range. [[Image:Assasins_attack_Thaerisk_Cemphier.PNG|thumb|Thaerisk fighting back]] Kill both of them and talk to Thaerisk again. The second time you talk to him, choose the following options in order: 1) "What efforts are you making against Lucien?" 2) "What are our options?" and finally 3) "What do you need me to do?"
 * 3) He will mention Movario, and sends you to talk to Reldo.

Varrock Library
Talk to Reldo, in the Varrock Library, about Movario.
 * Reldo says Movario speaks with a slight Khazard accent
 * Movario is interested in traps, housing improvements, and divination - "One thing 'No-Fingers McGrew' was reported to have said was 'solving the puzzle arms the trap'."
 * He reads the oldest documents in the archive, in old, barely decipherable languages
 * Reldo says, "Do I look like an expert tracker?", but suggests using "some jungle creatures that are able to take a scent and track it down." He says to "talk to some sort of jungle hunting expert on the matter."

Khazard and Movario's Base
Items to bring: Watchtower teleport, Mort myre fungus (given by the Hunting expert), Ardougne teleport, knife, logs, ring of charos (5,000 coins if you don't have one), one each of air, mind, water, earth, fire runes.

Optional items: Dramen or Lunar staff to use Fairy ring AKS (to go to the Feldip Jungle) and then DJP (to get near the Khazard Fight Arena via the Tower of Life).

Feldip Jungle

 * 1) Talk to the Hunting expert in Feldip Jungle. She will tell you to catch a Broav.
 * 2) Go to the pit just west then southwest of the Hunting expert. Build a pitfall trap using a log and a knife, then bait it with the Mort Myre Fungi given by her. A few seconds later, a Wild broav will appear and fall in the trap. You do not have to jump over the pit to lure the broav.
 * 3) Dismantle the trap to obtain an Unconscious broav in your inventory. Bring the Unconscious broav to the Hunting expert, who will then train it. The Unconscious broav becomes a Broav trained to track scents for you.

Khazard

 * 1) Go to laundry house just west of the Fight Arena with a Ring of Charos, and charm the Khazard launderer to give you Movario's clothing. If a player is not wearing a Ring of Charos, he/she will have to pay 5,000 coins to get Movario's clothing.
 * 2) Go to the Khazard Battleground south-west of Ardougne. Drop your Broav then use the clothes on him. The Broav can get stuck behind obstacles while following Movario's scent. Pick it up, move around the obstacle, put it down, and use the shirt on it again to get it to resume tracking.He will lead you to a building with a broken table inside.  The door is locked, so climb over the broken wall nearby. Drop your Broav then use the clothes on him again. Search the table to find a trapdoor and go inside.
 * 3) Once inside, go through the door in front of you and head north along the curving path. Beware of the level 95 guards, who are aggressive. At the end of the path are some stairs. [[Image:Movario Locked Door.gif|100px|right]]
 * 4) Head downstairs to find a door that says "No Further Access." Downstairs you get the message: "You sense magical interference of the sort to disrupt teleportation."

Movario's Base

 * See Movario's base for a map of the base.

You may want to bring some food and some kind of Antipoison potion for this part. NOTE: If you leave the area and come back, the required rune can change.

WARNING: If you die a Gravestone WILL NOT appear!!

Remember the warning from Reldo, "Solving the puzzle arms the trap."

Note: You cannot enter the base with less than 0 weight.
 * 1) There is an old battered door at the south end of the corridor. Do not click to open the door otherwise traps will do damage.  Search on the door instead to read the sign.
 * 2) Look closely at "Further Access Prohibited" as it signifies the rune you need to unlock the door.  One of the letters is replaced by the symbol of a rune, which is the rune you must use.  See Movario's base for an image that will help you figure out which rune to use.  If you use an incorrect rune, the door will fire a blast spell at you. The colour of the blast spell would signify the rune you should have used on the door (blue for water, red for fire, green for earth, white for air, or purple for mind). After the door has a rune in the centre, search the door again and you will find a trap that you may choose to attempt to disarm.  If you succeed you can open the door without harm.  If you open the door without searching for traps, it hits you hard (35) and poisons you.  Three guards appear as soon as you use runes on door.  If you fail disarming the trap, the same thing will likely happen. Once you succeed, you will go through.
 * 1) Search the painting on the east wall to open up a small room with a pile of weights, drawer and a thermometer. No need to do anything here yet.
 * 2) To open the electric door, search bookshelves until you hear a CLICK. From that bookshelf, follow the wire that faintly glows to find the next bookshelf to search. Repeat until the electric door opens.
 * 3) *"You pull the book lever and hear a faint click, but notice nothing in particular happening." - wrong lever/bookcase
 * 4) *"You pull a book lever." "CLICK!" - right lever/bookcase
 * 5) *Examine the floor wires. "It's slightly illuminated." - follow to next bookshelf to search!
 * 6) *"CLICK!Chherrkizzz. You hear a locking sound coming from the large door in the north." - You have turned off the electricity to the door, unlocking it.
 * 1) Search the stairs once the door is unlocked to disarm a trap. Beware of the spike traps that hit 19 HP. Climb up.
 * 2) Search the desk to obtain Movarios' notes volume 1. [[Image:Movarionotes.PNG|thumb|250px|Movario's notes]] Read the notes.
 * 3) Pick up the Waste-paper basket. Search the waste-paper basket while it is in your inventory. You will find a Ruby key.
 * 4) Search the book case to the west of the trash can, then use the ruby key on it. A set of steps will rise in the northwest corner of the room.
 * 5) Search the contraption. Do not take anything from the treasure box next to the contraption; it is a trap, and you will be hit for 50 damage.
 * 6) Climb the staircase that appears (it could also be possible that you will have to search the contraption)
 * 7) Search the bed.
 * 8) Dismantle the bed-chest trap.  (If it says: "You're not sure if you disarmed the trap.", it hasn't been, so try again until you succeed - "You disarm the trap.").
 * 9) Use the key on the chest.
 * 10) Open the chest, then search the chest to obtain Strange key loop, Strange key teeth, and Movarios' notes volume 2. Read the notes.
 * 11)  Go back down to the wire room
 * 12) Search the drawers to obtain Notes on pressure.
 * 13) Look-at the temperature gauge. It should say a number.
 * 14) * IE: "37 'tickits'" So this is what you do.
 * 15) * Your weight - Temp number = how much weight to put on statue.
 * 16) * Example 41kg - 37 tickits = 4kg, so take enough weights from the pile of weights to equal 4kg. There are 3 sizes: weight (1kg), weight (2kg), and weight (5kg), plus "No weights, I've finished".


 * 1) * If your weight was 33 and the temp was 33, you would put NO weights on the statue.
 * 2)  Place the weights on the statue in the second floor. Go through the door next to the statue. If you fail this, you will be knocked out by gas and be placed in a jail, and your notes and key parts will be taken away from you. You will have to get them again.
 * 3) If successful in leaving the room, the magical interference to teleportation has lifted. You can teleport or go east to leave Movario's base.

Catching Lucien's spy
You may want to bring a weapon as well as teleports to Camelot and Falador for this part.
 * 1)  Find a way out and show Thaerisk Cemphier (the person in Taverley you talked to in the beginning) the Strange key loop, Strange key teeth, Movarios' notes volume 1 and Movarios' notes volume 2. If you do not have all the notes in your inventory, Cemphier will send you back to get more information.
 * 2) Thaerisk will ask you to spy on Lucien. Go to McGrubor's Wood.
 * 3) Head to the back of McGrubor's Wood and a cutscene will start. Lucien's minions are attacking the guardians and you've arrived in the middle of the battle.
 * 4) Kill all the Mercenary Axemen(Level 88) and attack the Mercenary Mage (Level 48). He will teleport. Search the dead mercenaries.  You find a damaged and bloodied Pendant of Lucien, but choose not to take it.  [[Image:Mercenary_axemen.PNG|thumb|200px|The slaying of Armadyl followers]]
 * 5) Talk to the wounded Guardian of Armadyl who will ask you to find Idria in the "arms of a forester," and then he falls unconscious.
 * 6) Go to the Seer's village pub, the Forester's Arms, and then go upstairs and talk to Idria.
 * 7) * Lucien is raising an army of undead heroes in the wilderness.
 * 8) * Lucien is somewhere in the north.
 * 9) * Lucien's spy network has infiltrated most of Misthalin.
 * 10) * The plan is to capture a spy in Draynor and interrogate him.
 * 11) Go to Falador, talk to Sir Tiffy Cashien in the park. He will send you to the White Knights' Castle.
 * 12) At the castle you find Thaerisk Cemphier (Guthix), Akrisae (Saradomin), and Idria (Armadyl) They are in the eastern room on the ground floor, by the jail cells.. They agree to put aside their differences and focus on defeating Lucien. They will give you a teleorb to put on one of Lucien's spies in Draynor Village.
 * 13) *Ask how to get to Draynor and Akrisae will offer to teleport you there.
 * 14) At Draynor Village, plant the teleorb on the Shady stranger wearing the white robes. The one wearing the green robes is too alert for you to place the teleorb on him. The one in white may also catch you and start fighting you. (If so, you can run away until he forgets or else fight him until he teleports away, in which case you must wait for him to respawn. If you have trouble planting the orb, try using Gloves of silence.
 * 15) Go back to Falador and talk to Thaerisk and Akrisae.  The spy will be teleported into the cell, and the truth serum will be brought in.
 * 16) A cutscene shows a very clumsy attempt to administer the truth serum. Oops! The serum drops and breaks, and you will have to make another. He will send you to Betty in Port Sarim.

Making a super truth serum and recruiting the heroes

 * Items to bring: lantern lens, Snapdragon seed, 20 coins, Seed dibber.


 * 1) Thaerisk will teleport you to Port Sarim if asked. He will also sell you a snapdragon seed for 28,875 coins.
 * 2) Go to Betty in the Port Sarim rune shop, taking a lantern lens, a snapdragon seed, and 20 coins.
 * 3) Betty will put the seed on the counter table and sell you a pink dye for 20 coins.  Use the pink dye on the lens to obtain a rose-tinted lens. Then go stand just inside the doorway and use the lens with the snapdragon seed which will shine pink light onto the seed.  Search the counter and take the enriched snapdragon seed. If you haven't already gotten it, Betty will offer to give you a regular truth serum when spoken to.
 * 4) Go back to Falador and talk to Thaerisk.  Then, take a Seed dibber and plant the seed in the herb patch at the top of western stairs of the castle. Go talk to Idria, who is now by Akrisae in the White knights' castle.
 * 5) Idria will then ask you to recruit four heroes to apprehend Lucien:
 * 6) Turael (Burthrope),
 * 7) Hazelmere (Fairy Code: CLS),
 * 8) Duradel (Shilo Village), and
 * 9) Mazchna (Canifis).
 * 10) See Slayer Master for extra help on locations. All except Hazelmere can be contacted with Lunar spell NPC Contact.

Questioning the spy

 * Items to bring: regular truth serum, charcoal, papyrus, 1 Astral rune, 1 Cosmic rune, 2 Air runes
 * Optional items: Games necklace for a teleport to Warriors' Guild, Seal of Passage if you aren't on Lunar Magicks spellbook.


 * 1) Return to Falador, and talk to Thaerisk, who tells you to collect the enriched snapdragon herb from the patch. It will be fully grown when you pick it: you will not have to wait 70 minutes for it to grow.
 * 2) Once you have the enriched snapdragon, mix it into your truth serum to make super truth serum. Go into the cell and use the serum on the shady stranger (during this cutscene, Druid bodyguard makes an appearance). Convince the captured spy to drink it. You will be given 3 options. The correct method varies by player, and there is no penalty for choosing an incorrect option.
 * 3) He will reveal his master's identity to you, which you will sketch with your charcoal and papyrus to get a Suspect sketch.
 * 4) Give the sketch to Idria, and she will ask you to recruit four more heroes (first 3 from the Warriors guild):
 * 5) Ghommal outside front door,
 * 6) Sloane on 2nd level,
 * 7) Harrallak Menarous in lobby, and
 * 8) Cyrisus. (Cyrisus may only be contacted by using the NPC Contact spell. You MUST have lunar spells activated in order to contact him.)
 * 9) Return and speak to Idria, and then Akrisae. Akrisae will send you to find Silif, who is missing in action while following Dark Squall.

Into the Black Knights' Fortress

 * Items to bring: Unpowered orb, Charge Air Orb runes (30 airs and 3 cosmics), Bronze med helm, Iron chainbody, and equipment for two combat styles (Melee and Ranged recommended), teleport (preferably to Falador).
 * Inventory slots: To rescue Silif in one trip, you will need 13 empty inventory slots, assuming you are wearing armour (which is highly recommended for your protection). You can get by with fewer empty slots if you make two trips: You need 3 empty slots on the first trip to get your Elite black armour. Once obtained, teleport out and bank now-unneeded items. You then need 10 empty slots on the second trip. You can also get away with three less slots, for if you do not take the Dagon'hai robes you will receive a set later.
 * See Black Knights' Fortress dungeon for a map of the dungeon.


 * 1) Head to Black Knights' Fortress with all the items above. Equip the Bronze medium helm and Iron chainbody, and then enter the fortress.
 * 2) Push the wall north of the entrance and head down the ladder.
 * 3) Near the east wall, search the floor tile with an orb marking on it. Then cast Charge Air Orb on it (the unpowered orb will be used in the process), which reveals a trap door. Once the spell is cast, the trap door remains revealed, so future trips to this dungeon do not require an orb or runes for the spell.
 * 4) Climb down the ladder. You will be attacked by numerous different Elite black guard, along with Dark Mages and Rangers. Dragonhide armour together with Prayer Potions are recommended. Note : There is a safespot east of cave, before broken bridge, where player can kill easily a single elite black guard. (It is not necessary to kill a guard at this point.)
 * 5) Head north by jumping across the broken bridge, go east, and climb up the wall. At this point, kill the three elite black guards nearby. You will need at least two combat styles to kill the guards, as they pray against whatever style you use. However, their prayer does run out after 20 attacks, and you will be able to attack freely with whatever style you choose. (It is best to run down their prayer with a high speed attack, such as darts) Each knight will drop a piece of Elite black armour. Equip the armour, and no one in the dungeon will be aggressive any more. (If you equip the armour while figting a foe in the dungeon, the foe will continue fighting. You can run away, and the foe will forget about fighting you.)
 * 6) Head north and jump over the barricade. (The barricade can be jumped at only one spot. If you have moved east of that spot, you can simply walk around the barricade to the north-east.
 * 7) Walk north-west from the barricade until you reach a fork in the path, then head east. You will reach a set of jail cells, one contains Silif.
 * 8) Talk to Silif. He is hurt and you realize he needs a Restore potion, food, and a way to escape. Do not teleport out: you can get the potion and food within the cave.
 * 9) Head west to the fork in the path, and take the north path. Enter the north door.
 * 10) Search all the desks and wardrobes in the room. You will find Dagon'hai robes, another set of Elite Black armour, a Strange teleorb, a Lobster and a Restore potion. Search the key rack on the northern wall for a cell key. (Dark Squall is in this room, usually in the eastern or central part. Ignore him. Also, do not attempt to climb the ladder in the eastern part of the room, as this is off limits. Attempting to climb it will turn the guards, rangers, and mages aggressive, in this room and elsewhere. If you do try to climb the ladder, you must exit the room through the door you originally entered and then re-enter the room to make the dungeon inhabitants not aggressive again.)
 * 11) Return to Silif's cell and enter by using the key on the door. Use the food on Silif and then the potion. Speak to him. He will put on the Elite black armour and follow you.
 * 12) Return to room with Dark Squall. Lead Silif to the maps in the south-western corner and talk to him. He will instruct you to plant a Teleorb on Dark Squall. He will give you the teleorb; use it on Dark Squall. You succeed, but Dark Squall recognizes you, reveals that he is Surok, and call on his minions to attack you. They become aggressive and will attack using melee, range, and mage. Escape (best is to teleport to Falador).

The capture of Surok and the heroes' battle with Lucien

 * ''Items to bring: Strange teleorb, one Law rune, one Death rune, teleport (preferably to Falador)


 * 1) In Falador, talk to Akrisae. He will instruct you to impersonate Surok by wearing his robes. Wear the Dagon'hai robes. (If you did not obtain them in earlier in the quest, you will receive a set now.) The robes are also needed to use the Strange teleorb. Make sure you have one Law rune and one Death rune in your inventory, or else the strange teleorb will NOT work.
 * 2) When ready, enter the nearby jail cell. The teleorb you set on Surok will be used to imprison him here, and you will be teleported to Surok's hideout.
 * 3) Climb up the ladder in the northeastern corner, stand in the stone circle in the middle of the room, and activate the strange teleorb. You will be teleported to Lucien's camp.
 * 4) * You find yourself in Lucien's camp near the God Wars Dungeon, the Chaos Temple (hut), and two beacons of the Beacon Network. A guard will talk to you.
 * 5) Follow the northeastern path towards the chapel and climb up the ice wall. Jump across to a ledge on the chapel.  (Remember where you land on the ledge, as this will be the only place from which you can jump back to the ice wall.) [[Image:LuciensCamp_jump.png|thumb|Getting between Lucien's camp and the Chaos Temple (hut)]]
 * 6) A cutscene will play. Lucien appears and raises undead heroes from their graves, some (in green) appearing to be the Barrows brothers and another seem to be Bork. Lucien then realizes you are not Surok and attacks with magic (which you dodge). When Hazelmere detects that you are in danger, he, Turael, Duradel, Mazchna, Ghommal, Sloane, Harrallak, and Cyrisus teleport in to battle Lucien and his undead.
 * 7) Duradel, Turael, Hazelmere, Sloane, Cyrisus, and Ghommal all are slain to no effect, as Lucien easily defeats all attacks on him and then teleports away to further pursue his plans.

You may also view the entire cutscene here.

After the cutscene ends, the guards on the ledge become aggressive. Jump from the chapel's ledge to the snow wall and teleport to Falador. (You cannot teleport from the chapel itself, since it is in level 38 Wilderness.)

The Stone of Jas
''Items to bring: Sapphire lantern (light it with a tinderbox if needed), a Prayer potion if your Prayer level is low. Energy potions or a familiar such as a Spirit terrorbird are highly recommended to save time.''
 * 1) Talk to Akrisae, and he will inform you that Movario has been moving. He will instruct you to impersonate Surok and to glean information from him.
 * 2) Go to the Tears of Guthix cavern where the Light creatures are, and make sure to bring your Sapphire lantern.
 * 3) Talk to Movario. He will inform you that he believes a powerful artifact is inside the chasm below the Light creatures, but has no viable way to get there. Volunteer to go down there and explore for him.
 * 4) Attract a Light creature with your Sapphire lantern, and select the option "Into (not across!) the chasm".  He will cast his Blue Flame spell when you go down, which will enable the Light creature to reach the bottom.

Into the chasm

 * 1) When you land in the chasm, search the three nearby skeletons for a Hammer, Chisel, Spade, Silver Sickle (b), and six Druid pouches. Use the spade on the two rocks with a "Search" option to uncover two smashed braziers. Afterward, use your chisel on the smashed braziers to obtain a Fire orb and an Earth orb. These rocks are in the north-eastern corner (where you arrive) and the north-western corner.
 * 2) Go to the air and water braziers (they look similar to the burning braziers that provide light here but emit different coloured light). Use the chisel on them to acquire an Air orb and Water orb. These are in the south-western and south-eastern corners.
 * 3) Afterwards, head south until you reach three skull cavities on the southern wall. For each skull, examine its recessed block and use the respective orb on the block to acquire the respective elemental key. You will get air, earth, and fire keys.
 * 4) Climb up the walls to reach a fourth skull cavity, which is behind a stone cube. Use the water orb on the recessed block to acquire the water elemental key.
 * 5) Climb down. For each of the three lower skulls, enter its nose cavity. (Summoning familiars cannot be brought into these cavities.) Crawl along the tunnel in each cavity to its end. Examine the door there and insert the respective key into the door lock. Crawl back through the tunnel and exit the skull.
 * 6) You will now have only the Fire Key left. Climb up the walls to the upper skull. Use the Fire Key on the skull's recessed block, then search the stone cube in front of the skull. The recessed block moves to reveal a cave opening in the fourth skull. Climb through to enter the Ancient Guthix Temple.

The Ancient Guthix Temple

 * 1) There are eight statues in this temple. Each, when examined, will reveal what type of potion must be "made" at that statue. Use your druid pouches on the Druid Spirits which wander the area. Each will thank you for releasing them and then drop the ingredients for one of the needed potions. (Make sure you have enough inventory slots! You do not have to get all 16 ingredients before using any of them, so the minimum you need is two empty slots.) See the notes below for what to do if you start to run out of druid pouches.
 * 2) Use the herbs and the secondary ingredients on the statues in any order. For defence, energy, and strength, you MAY receive the ingredients for the super type of that potion. You will receive a Dolmen from each statue. You do not need the herblore level that would normally be required in making a potion to receive the dolmen.
 * 3) Any of the 8 potions may include:
 * Agility: Clean toadflax and Toad's legs
 * Balance (Guthix Balance): Clean harralander, Red spiders' eggs, Garlic, and Silver dust
 * Attack: Clean guam and Eye of newt
 * Combat: Clean harralander and Goat horn dust
 * Defense: Clean ranarr and White berries
 * Defense (super): Clean cadantine and White berries
 * Energy: Clean harralander and Chocolate dust
 * Energy (super): Clean avantoe and Mort myre fungus
 * Fishing: Clean avantoe and Snape grass
 * Hunter: Clean avantoe and Kebbit teeth dust
 * Magic: Clean lantadyme and Potato cactus
 * Prayer: Clean ranarr and Snape grass
 * Range: Clean dwarf weed and Wine of zamorak
 * Restoration: Clean snapdragon and Red spiders' eggs
 * Strength: Clean tarromin and Limpwurt root
 * Strength (super): Clean kwuarm and Limpwurt root
 * Note:
 * The druid spirits will drop the ingredients for each potion a single time only. If you lose any ingredient, you will have to supply a new one yourself. Also, for statues that may take the ingredients for regular or super versions of potions, you cannot substitute between the versions. For example, if a druid spirit drops the ingredients for a super energy potion and you lose them, the ingredients for a regular energy potion cannot be used at the energy statue.
 * Be careful not to accidentally eat the toad's legs while at the agility statue, otherwise you will have to bring one yourself. (The left click action is "eat", so right click and select "use".)
 * If you start to run out of druid pouches, use the sickle's Cast Bloom ability on the vines to receive Vine flowers. You can refill the pouch with the flowers, with a set of three making three pouches.
 * If you have a Mort myre fungus in your inventory, it can fill your druid pouch as well as the vine flowers, so be cautious. The fungus will not be used if you have three flowers but will be used if you just have two flowers. For safety, you can drop the fungus, refill the pouch, and then pick up the fungus again (as long as you do not log out or take a lot of time before picking up the fungus).

Use the dolmens on the Stone Table in the middle of the temple. It will open the huge door in front of it. 

The Battle


''Make whatever arrangements necessary to battle a level 454 Balance Elemental that can use all three combat styles, lower your combat stats, hit up to 30, and dances. You can leave the area to get supplies, but always bring your lit sapphire lantern. The battle zone is a multi-combat area.''
 * 1) Proceed down the corridor that was revealed when the huge door was opened. Enter a large chamber that contains a Mysterious stone on a raised set of platforms.
 * 2) Once ready, search the Mysterious Stone. A short cutscene will play, in which the Balance Elemental materializes.
 * 3) * The elemental is level 454, and will use all three aspects of the combat triangle. It does a maximum of 30 damage per hit. In addition to its regular melee attack it has a long-ranged melee attack (similar to that of the Rock Golem random event). Its magic attack also lowers combat stats in a similar effect to Ahrim's set of barrows armour, so bring Super Restore potions. Its combat ability is similar to TzTok-Jad (albeit not as nearly as hard), but you will not receive much warning when it switches attack styles.
 * 4) * The Balance Elemental seems to use a pattern in its quilting. It will often (but not always) attack for 3-4 rounds with one attack style, use its magical stat-lowering plot device, then repeat with the same or a different attack style.
 * 5) * The Balance Elemental will change appearance slightly depending on what attack it is going to use (besides its stat-lowering attack.) If it has a large, flaming bow in its left hand, it is ranging. When maging, it will have large water spikes on top of its head and no weapon. If it has a large stone club, it is meleeing.
 * 6) * The elemental will vary its attack style based on the protection prayer you use. (Prior to the 16 December 2008 update, it did not take prayer into account and did not have a long-ranged melee attack.)
 * 7) * Several times while battling the elemental, it will stop attacking to talk to you. Its message takes up your chat box but it says nothing of importance. Basically it seems to know you and speaks regretfully (perhaps sardonically) about your death, which seems to have happened in the elemental's past. If fighting from a distance, you will continue to attack it, thus closing the chat box.
 * 8) * You should panic about the battle with the elemental as the fight is rather hard; some people have slain the elemental with using a lot of food or potions. A easy way to defeat it is to range or mage it from behind a pile of rubble, so it can only use its ranged, magic, and long-range melee attacks. Another way is to wear very-high defense melee armour and just use protect from magic prayer. The armour will be highly effective against the creature's melee and ranged attacks and the prayer completely prevents damage from magic.
 * 9) * You can leave the fight while the elemenatl is still alive, such as by teleporting away to resupply. However, when you come back, you will have to search the mysterious stone again to call forth the elemental, which will be fully healed no matter how much damage it had when you left.
 * 10) After you defeat the elemental, touch the mysterious stone again. Another cutscene will play, in which it is revealed that the mysterious stone is actually the Stone of Jas. All your combat stats (except prayer) will quickly be boosted up to level 255.[[Image:Lvl255.png|right|A player's stats being boosted to 255 after touching the Stone of Jas.]]
 * 11) Movario and Darve will appear and gloat over their find. Talk to Movario and go through all the options in order (as you finish each, it will be crossed out in red). Unexpectedly, however, Lucien will appear, and he will berate them for not informing him of their find. Talk to Lucien and go through all the options in order with him also.
 * 12) Lucien will teleport Movario, Darve, and the Stone of Jas away and summon two Tormented Demons. He will then teleport away, expecting that the two demons will kill you.
 * 13) Idria and some Guardians of Armadyl will teleport in. The guardians will assist you in your battle with the demons. They will be pretty easy to defeat as you have been imbued with power by the Stone of Jas, with greatly enhanced stats. You are able to hit well over 100. (You do receive experience proportional to the damage you inflict.) Your hitpoints will always restore to 255, just seconds after taking damage; you effectively have infinite hitpoints for this fight.
 * 14) You will need at least two different combat styles for this battle, as each demon uses prayer and changes its protection prayer based on your attack style. As long as you switch styles at the right moment, you can defeat them fairly quickly. If you leave the battle, your stats will be reset; however, they will return to 255 when you return.[[Image:Tormented_Demon.JPG|right|thumb|Fighting a tormented demon.]]
 * 15) After you defeat the Tormented Demons, talk to Idria. She will commend you and teleport you to Falador.
 * 16) At Falador, talk to Idria again. She will compliment you, and give you a Ruined dragon armour lump, Ruined dragon armour shard or Ruined dragon armour slice that was dropped by one of the demons.
 * 17) Congratulations! Quest complete!

Epilogue
After the quest officially concludes with the rewards screen, you will view the "Elsewhere..." epilogue in which you learn something about the Dragonkin's return. The Dragonkin are imprisoned somewhere but now expect to be freed soon so that they can wreck havoc on Gielinor. It seems likely that the Stone of Jas will give Lucien the power to free the Dragonkin.



Rewards

 * 5 Quest Points
 * Randomly, either a Ruined dragon armour lump, Ruined dragon armour shard or Ruined dragon armour slice.
 * 4 x 100,000 experience from Idria
 * Note: only available for skills Level 65 or higher. Choose any skill or use all on same skill. You may return later to claim skill reward.
 * 5,000 coins
 * Access to Black Knights' Fortress dungeon to kill Elite Black Knights.
 * Opportunity to loot Movario's base.
 * Which has 100 magic logs, 100 pieces of coal, 100 fire runes, and 100 death runes (Note: Items are not noted; you can burn the logs or use the coal (superheat) in the base to save trips.)
 * Opportunity to kill Tormented Demons for dragon metal pieces and dragon claws.
 * You receive a Strange key teeth and a Strange key loop
 * It is possible to unlock the mithril door upstairs in the Ancient Cavern by the Mithril dragons by using either a Strange key teeth or a Strange key loop on a Mithril dragon with both pieces of the key are in your inventory. This will fuse the pieces together into a Dragonkin key. Inside the mithril door are three hanging dragon heads and a giant orb in the center. Using Fire Wave on each head will cause fire to appear in their mouths and cause them to slide towards the orb in the center. Once the orb is lit, the player can return to the mysterious forge and will find it full of molten lava. It is here, using a Blast fusion hammer purchased from the Foreman at the Blast Furnace for 1,000,000 coins, that the player can fuse together the three parts of the Dragon platebody with Smithing level 92 (was level 99 when first released ). It will give 2 000 experience to make it.
 * A new pet, known as Broav.

Music
Music tracks unlocked:
 * Dangerous Logic - after entering table trapdoor
 * Black of Knight
 * The Evil Within
 * The Sound of Guthix - In the Ancient Guthix's temple.
 * Temple Desecrated

Quest Statistics

 * At the time of release, the 270 quest point requirement meant ONLY those who had completed ALL previously released quests were able to start While Guthix Sleeps.
 * While Guthix Sleeps holds the record for the highest level required (level 55) for the Hunter skill, surpassing Defender of Varrock, which held the old record at level 51.
 * With 65 quests which have to be completed to start this quest, it also holds the record of number of non-optional prerequisite quests required to start a quest. To get the rest of the 270 quest points, random quests may be completed as new quests are being released.
 * This quest holds the highest quest skill requirement ever, which is 75 magic, along with the highest amount of required quest points, being 270 quest points.
 * It is the first quest after Recipe for Disaster (which was released more than 2 years and 8 months before While Guthix Sleeps) to give more than 2 quest points for completing the quest.
 * This quest gives the most experience when completed; it gives a total of 400,000 experience.
 * The Dragon Platebody was released for a price of 30M on the Grand Exchange along with the quest, as well as the Dragon Claws for a price of 150K in the Grand Exchange, Dagon'hai robes and Elite black armour.
 * Once a player has obtained level over 75 in attack strength or defense, they will recieve a message saying ## -skill- is one of the requirements for While Guthix Sleeps quest even though it is not listed in the quest journal. This happens for all levels past 75.

Other

 * On the day of release, the spoiler read: The spoilers are concealed within the most challenging of puzzles, disguised by a rubric, and placed at the bottom of a perilous gorge. We may have the courage to recover them tomorrow.
 * At one point Lucien says "I am Lord Lucien of the Mahjarrat, Master of the Thousand Curses, look upon my work and despair!" This is a reference to Ozymandias, a sonnet by Percy Bysshe Shelley, which in turn references Ramesses the Great, a pharaoh of Egypt. The original quotation from the poem reads, "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!"
 * Before, during, and after the quest, wanted posters are put up all over Falador. The images on the posters seem to resemble the Dragonkin, that are coming back. [[Image:While_Guthix_Sleeps_Glitch.JPG|thumb|A player getting 82 [[Strength]] and being informed that it is a requirement for While Guthix Sleeps]][[Image:WLG Glitch.JPG|thumb|Another player getting 71 [[Attack]] and being informed that it is a requirement for While Guthix Sleeps]]
 * After this quest, statues of Turael, Duradel, Cyrisus, Hazelmere, Ghommal and Sloane will appear in various places around RuneScape, Including all 6 of their statues around the pond in Falador Garden.[[Image:A_player_getting_75_Strength_and_being_informed_that_it_is_a_requirement_for_While_Guthix_Sleeps.jpg|thumb]]
 * Hazelmere's statue is currently (10 December 2008) the only of the 6 heroes' that does not stand at the entrance to the White Knights' Castle, although there is a spot for it.
 * The Black Elite Knights say "Curses! Zamorak has abandoned me!" after their prayer runs out, whilst they wield a sword similar to the Saradomin Sword. The Saradomin Sword is NOT a drop from Elite Black Knights
 * Prior to the release of this quest, the Armadyl communiqué was given to players which foretold players about this quest. It was given for those who sided with Guardians of Armadyl in Temple of Ikov quest.
 * Reldo: "...a thief by the name of 'Slick-Fingered McGrew' attempted to steal something from Movario. After his attempt, he was known as 'No-Fingered McGrew'!.". This could be a reference to the NPC "No-Fingers", one of the construction workers loitering outside the Tower of Life.
 * During the quest it is revealed Tureal (after his death) has a daughter and an unnamed spouse.
 * When some players achieve a certain level, it says that it is a requirement for While Guthix Sleeps when it is actually not. There is a possibility that this requirement is meant for entering the Warrior's Guild, since it is a requirement for the quest. It has not been confirmed.
 * At the fight at McGrubor's Woods, it is possible to kill all the mercenaries before they slay all of the standing Guardians of Armadyl. The player can talk to the surviving guardians after the fight, but only the wounded guardian lying on the ground will give useful information. However, when next talking to Idria in Seer's Village, the conversation assumes all guardian in the fight either died or will soon die of wounds.

New Characters

 * After the quest Lucien in Ardougne and Varrock is replaced by Local Thug and Local Mage. The Local Thug in Ardougne will still give you a Pendant of lucien.


 * After the quest new replacement NPCs appear since Lucien killed most of the team of warriors organized to stop him in the Wilderness. There is unfortunately no replacement for Hazelmere nor Cyrisus, as there is no need for them at the moment.


 * Turael : Spria
 * Duradel: Lapalok
 * Ghommal: Laidee Gnonock
 * Sloane : Yadech Strongarm
 * Druid bodyguard-Unavailable after quest

Trivia
There is a bug that every Combat level you achieve 70+ it says it's a requirement for While Guthix Sleeps quest.