User:Bisette/Call of the Wild

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Call of the Wild

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Call of the Wild (#146)
Released 31 December 2020 - Update Unknown (edit)
Members Yes
Quest series The Return of Zaros
Lead developer(s) C A

Call of the Wild is a grandmaster quest set in the Wilderness during the Second Age, prior to Zamorak casting the spell that destroys it. Following a young character who turns to Zaros for vengeance after Zamorakian warriors killed his family, the quest shows the Wilderness’ destruction and history, and how it became the desecrated and soulless location it is today.

Details

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Start pointMap icon Talk to the Man in the Forgotten Cemetery.
Official difficultySpecial
Official lengthExtremely Long
DescriptionA man in the Wilderness tells of a time when the land was teaming with life. Why did it change? Is there any life left?
Requirements
Items required
  • Combat gear (see below)
  • The majority of this quest takes place in the past, where all the items needed are available in the area, or in the bank of the character being played as. However, instanced fights will be done based on your gear and inventory. Plan to make multiple trips across the Wilderness.

Recommended:

Enemies to defeat
  • 4x Corrupted Zarosians (level 89)
  • Kharidian General (level 305)
Ironman concerns

The player visits Entrana for a large portion of the quest.

Warning: The quest is set in the Wilderness, and while parts of the quest are instanced, a large part of the quest requires spending time in deep Wilderness, at risk of other players.

Walkthrough

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Introduction

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The quest follows the life of a man named Beckett. First, we see Beckett as a child in the 2nd Age. Then, we see him as a member of Zaros' Order. Next, we see the Wilderness fall, and finally, the player looks for the spark of life that Beckett swears remains inside it.

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Part One: The Plight of Beckett

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Begin the quest by talking to the Man in the Forgotten Cemetery.

After your character rudely asking him why a "normal" person is wandering the Wilderness when all of RuneScape knows it to be a place of evil, the man will reply that it once wasn't this way, and that he roams the lands seeking the spark of life still left in Forinthry, hoping to return it to its once beautiful state. After trying to boast that you've seen even greater adventures (such as those faced in Dragon Slayer II, Recipe for Disaster, and others), he replies that he lived through the God Wars, to which you admit that he's got you beaten. When asked to share his tales, he says merely speaking the history wouldn't do it justice, and that he'll have to show you. Agree to start the quest, and he'll tell you to meet him in the caves of Edgeville.

Full character dialogue
Player: Oh dear, you poor poor man, are you lost? In need of rescue from this place of evil?

Man: How rude of you to address me with such condescension. I'm here of my own accord, following a path I've long embarked on. Can you say the same, aimless wanderer?

Player: Aimless wanderer? HA! I singlehandedly saved Lumbridge. I've slain Robert the Strong. You could never rival an adventurer like myself!

Man: Your arrogant boasts prove nothing to me. You wander from place to place in search of purpose - you know nothing of true victory or loss, strong a warrior as you may be.

Player: And I suppose you've got a better story?

Man: My dear child, I've lived through the very God Wars that shaped this land. I roamed this earth before it become the charred ruin that you know it to be today. I have seen beauty and life in Forinthry, and I intend to find the spark of life that remains and heal this forsaken land.

Player: The GOD Wars?? I apologize, you're clearly a very experienced adventurer as well. You do indeed rival my glory. Can you share the tales of your quests and the great rewards you've reaped?

Man: That's just it, adventurer. You see this merely as a tale of my success against a challenging foe. But this is my life. My family has been lost. There is no happy ending, only the next step in the journey of finding hope for this desecrated land.

Player: I'd still like to hear your account of these events. I've only known these lands to be burned and dead.

Man: I respect your desire to learn. But as you are currently, you would not be able to grasp the depth of my experiences. No, I must show you... if you are ready to see perils you've never dreamed.

(Yes/No) THIS WILL START THE QUEST.

Player: I've seen many terrible things, how much wor— er, I mean, yes, I am ready to see.

Man: Then follow me adventurer. It is not safe here. We shall reconvene in the caves of Paddewwa — meet me at the bridge to what you call Edgeville.

Player: See you there.

Head to Edgeville, near the canoe station, and talk to the man again (he'll now be labeled Wise Man). He'll instruct you to go with him into a cave under the water. Chop down the tree, and on the canoe option menu select skinny waka canoe. You will need Woodcutting 80 Woodcutting to complete this step.

Dialogue
Wise Man: Glad you could make it.

Player: Sorry I'm late, you know how Abyss traffic is.

Wise Man: I'm not one for wasting time. Follow me into the canoe caves. We'll be going to the back, deeper in the wilderness, where we won't be seen. Make a skinny canoe and meet me there.

Wise Man chops a canoe and rides off.

DKoo5PP.png

Pictured: canoeing to Beckett's cave.

Take the canoe to the location marked Dim cave. The man will be inside. Talk to him again and he will introduce himself as Beckett, and say that in order to truly experience his memories, you'll need his courage, his magic power, and his conscience. In his old age, he also wants to make sure he's remembering perfectly. Finally, he needs the essence of the lands he travelled. As such, he'll only be able to accurately show the tale to you with a Vivid Dream potion, which he will explain how to make.

Dialogue
Beckett: Welcome (player name).

Player: Hello stranger.

Beckett: My apologies for the informality, allow me to introduce myself. You may call me Beckett. I'm a Zarosian from Kharyrll.

Player: You seem pretty friendly for a Zarosian.

Beckett: To stay loyal to Zaros, through all this time, tempted not by the allure of Zamorak's call... there is more to us, adventurer. A shame it is that filth such as Sliske are so casually associating with our movement, using it for their own means. I pray you will come to see Zaros as I have.

Player: Ok ok, I'll try to keep an open mind.

Beckett: That's all I ask, adventurer. I'm confident that as you truly experience my story, you will understand. Now, I must show you.

Player: Let me guess, you need a Dream potion.

Beckett: Among other things. You may think yourself traveled, but to understand the life of someone in the Second Age, it's gonna take more than just a potion of dreaming. Zarosians possessed a mastery of magic no longer known to the world. This essence must be captured as well. The bravery of those of us who stay loyal must also not be understated, and this too must be added to the potion. Finally, in my age, I regret to admit that I may struggle to perfectly remember everything myself. An element which enhances truth should bring back the honesty of the memories from the depths of my mind.

Player: How will I make all this?

Beckett: These are all potions you've made before. I believe you call them magic essence, bravery potions, and troll potions.

Player: So once I make and combine those potions we'll be ready to go?

Beckett: Almost. I also require the energy of the lands travelled. Bring me a Guthix balance potion, blessed by a Morytanian priest, as well as a potion of Wilderness affects. Finely ground ash from burnt bones, added to water should suffice. Be sure to collect, burn, grind, and combine those items in the Wilderness, and have them blessed by the Dark Lord. Return to me when you have these potions ready, or should you have any questions.

Player: Can I add some Karamja Rum? Er—for the flavor.

Beckett: I need your mind sober and sharp. Return to me when you have the necessary potions. And by the way, be sure to use these...

Player: What are they?

Beckett: Vials that have stood the test of time. Use them to create all the potions necessary. You will have to leave this land, but be sure to do as much here as you can. The ranarr and restore potions you must make should be created here. See you soon.

Beckett will give you ten "old vials." He'll tell you to combine the following potions.

Potion Trait Item's required Original Quest Wilderness steps
Dream potion Dreaming Goutweed, ground astral rune Dream Mentor, Dragon Slayer II None
Magic essence Magic Power Starflower, gorak claw powder Fairy Tale II - Cure a Queen None
Bravery potion Courage Ardrigal, snake weed Legend's Quest None
Troll potion Honesty Troll thistle, ranarr potion. Use the thistle on

a fire, then grind it with a pestle and mortar.

Eadgar's Ruse Creation of the ranarr potion (fill vial, ranarr drop).
Guthix balance potion Morytania Garlic, silver dust, restore potion. Must be

blessed by Drezel.

In Aid of the Myreque Creation of the restore potion (fill vial, obtain a harralandar drop, pick up and add red spider's eggs).
Gloomy potion Wilderness Vial of water filled in the Wilderness, bones

from something killed in the Wilderness, and

a log chopped in the wilderness. Use the potion

on the Chaos Altar.

None All

Once you have all six potions, use them on the stone basin in the center of the cave. You will need Herblore 80 Herblore to complete this step. You're now ready to begin the first part of the quest.

Beckett's Pain

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Drink from the basin when ready, and a series of cutscenes will begin.

*Cutscene one: Beckett's resting on a stone in a leafy, natural area, writing on a note with quill. After a few seconds, the view changes to him walking down the hill into what’s now the Odd Old Man’s house, but the area is surrounded by forestry. The chatbox begins to display text.*

Dearest mother. 
Today marks two weeks since the attack on our farm. Writing you these letters is the only thing keeping me sane, despite knowing you’ll never read them. I miss you terribly — my thoughts sway between mourning, grief that I wasn’t able to protect you, and rage towards that monster Viggora for taking your life. 

*Clip of Viggora killing Beckett's mother at the farm in Morytania*

I don’t understand why he did it. All I know is that I can’t continue to let this terror sweep the realm. I’ve decided to become a Zarosian mage strong enough to take him out myself, and stop him and his men from terrorizing our land.

*Clip of the sun going down, then coming back up, to display another letter in the chatbox.*

How can another human act so selfishly? Viggora is so blinded by his own pride and arrogance, so desperate to prove himself to the generals of Zamorak, that he’s lost sight of what the god he used to serve relied upon him for. He’s confused order and structure with power and might. If Zaros knew just how bastardized a follower of his ideology had been, he’d strike Viggora down where he stood. What I wouldn't give to see that!

*Clip of Viggora's men attacking innocent people in their homes.*

I intend to go meet the Mahjarrat Azzanadra, one of Zaros’ most powerful allies. I’m still looking for work and a place to train my magic skills, but it hasn’t come easy. Viggora’s actions across the realm are causing more and of our brothers and sisters to lose faith in Zaros, and look to other gods. They know not of the corruption by those who now follow Zamorak. There’s even been tell of a Saradomnist following to the east. I fear that the terror of Viggora and his lackeys is pushing more and more of this realm to brush aside Saradomin's irate cowardice and buy into his lies of prosperity. I can hardly contain my anger at what this world is coming to.

Beckett's Rage

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For this section, you will be playing as Beckett, in a differently looking Morytania. Following the path shortly north, there will be a small cluster of three cottages, burning, with four level 89 Corrupt Zarosians around them attacking the villagers, who you will have to face without prayer or food, just runes for 20 casts of Wind Strike in your inventory. They each have 50 hitpoints, and the Zarosians have high accuracy with their melee attacks and can easily kill you. As such, you'll need to use the Wind Strikes to lure them towards you and over the nettles patches, which will slowly hit them for 1's. Once all six are dead, speak to the villagers to learn that Viggora paid off several humans in a nearby settlement to take over houses close to them to set up a base, and you will be brought back to the present time, where you will say you've met Viggora, and Beckett will explain that followers of Zaros became obsessed with power and ultimately turned to Zamorak. He'll discuss the ways in which Zaros' ideology failed humans at the time.

Dialogue
Player: I've met Viggora! He's been cursed by Zaros for eternity for his ways.

Beckett: Eternity is not long enough for that wretched man. Taking advantage of Zaros' movement to bolster his own image and rise in status above his brothers... a man who only desires to be above his peers will find himself without them in the afterlife.

Player: Taking advantage of Zaros' movement? Zaros was a god of violence and power.

Beckett: Well... not quite. Zaros sought power, but for a very different reason than Viggora or Zamorak did. Where as Viggora sought it for personal reasons, Zaros had seen the Elder Gods, and knew the evil truth: they only bred life in the universe to eventually destroy as a way to harvest energy for their offspring. His reason for wanting to be as powerful as an Elder God was to stop them from wiping mortal life out.

Player: But he still wanted power regardless.

Beckett: He wanted power, but Zaros never sought to be worshipped or deified further than he already was. He was the only god to truly care about the mortal life within our realm, unlike the Elder Gods, who cared solely about cultivating as much energy as possible. Cold and calculating as he may have been, he believed that mortals should ultimately run their own realm, and that they deserved to live as more than just tools for the gods to breed.

Player: But if he's so noble, why did so many followers of Zaros become corrupt? Why would these humans so quickly turn on each other like this?

Beckett: You have to understand, young one, Zaros' followers were once seen as much lesser beings — especially those who weren't human. Even though Zaros gave us guidance, he arrived at a time when there was already great inequity, and to many, Zaros' ranks were the first taste of power we had. In a world where we're all scrambling to survive, it is no surprised that many of us were lured by the power of the corrupt followers of Zamorak. While I don't excuse their actions, it cannot be ignored that those of us who lived our lives this way were left particularly vulnerable to the call of power.

Player: I see. But what makes you different?

Beckett: My people came from a humble area in what is now known as Morytania. While certainly not kings, we ran our own community, under no jurisdiction but the basic laws of Zaros' rule. Above anything else, we saw the value in each our community. It was most different from that of an adventurer who roamed in search of personal glory.

Player: I'm still not convinced. So many of the followers of Zaros were evil.

Beckett: Some might say so. When Zaros arrived in the second age, he first encountered the Vampyres, who as we know currently lead a terrifying reign in Morytania. At the time, however, they were less organized than they were today, aimlessly killing for blood. He gave them structure and organization, as did he with the demons. And at this time, lest we forget, the vampyres and humans came to coexist peacefully — that is, before the corrupt among them took over.

Player: You mean, the evil species of the realm.

Beckett: These species today may seem to be of an inherent evil, but to Zaros the concept of evil among mortals was alien. He merely sought to organize societies, allowing them to survive without a great number of gods interfering. He hoped to take the task up himself, and remain in the shadows. In his ignorance to the full realities of our realm, however, he failed to truly curb the existing inbalances among the species of Geilinor before embarking on his goal. In some areas, it only grew.

Player: So those corrupted Zarosians...?

Beckett: The mortal Zamorak, at the time not yet a god, was once a follower of Zaros. He was lured by Zaros' show of power, something that many misunderstood. One can't blame the modern people of this realm for seeing Zaros' reign as power for power's sake, especially not with such followers as Zamorak.

Player: What was this display of power for then, if not to intimidate?

Beckett: Zaros is an Elder God, endowed with power and knowledge no other God possessed. Zaros feared of lesser gods swaying mortals with lies about their universe, and wanted humans to know the truth: the Elder Gods did not care about them. Lesser gods did not know this to be true, and in the case of many sought power for their own whims.

Player: But he still wanted order through power.

Beckett: Zaros believed that a display of power would be the simplest way to show that he was the most qualified to lead the mortals. But while much of Gielinor was indeed united, growing unrest and social unbalance meant that many of those at the bottom were overlooked. Zamorak leapt on this.

Player: I suppose I can see his side. I still don't agree with what Viggora did though.

Beckett: Of course not, nor do I. But Viggora's fight for power does not represent the final goal of Zaros: showing mortals that he was able to ascend to Elder Godhood himself, for the purpose of stopping the other Elder Gods from harvesting mortal life.

Player: I can appreciate the goal. If what you're saying is true, then did the other gods not know? Or did they simply not care to share it, as they wanted to preserve their following?

Beckett: Typically, the latter. The god you know as the Lord of Light — Saradomin — was one such deity. Not unlike Zamorak, he campaigned to take over Morytania. Few, if any, of his disciples know the truth about the Elder Gods. Saradomin will repeat the same with the next group of mortals, into eternity.

Player: I'd certainly want to know that the Elder Gods plan to eventually destroy us.

Beckett: You see now why so many followed followed Zaros. Sadly, regardless of the intent of his actions, his name and symbolism were co-opted and used to justify monstrosities. The reign of Zaros was tightly ran in and of its own right, and those who focused so on themselves grew tired of waiting while Zaros focused on expanding his empire. Those who sought power sought it in his ranks. It's no wonder many were turned away from Zaros' teachings.

Player: Did they all truly follow him?

Beckett: With the size of his empire, many did not. The oppressive rule of some of his generals was the life that many former "followers" of Zaros knew. Ironic, that in his quest to keep mortals from turning to gods who would lie to them, his corrupted generals would push them to other gods better than those gods themselves ever could.

Player: So your reason for joining Zaros' army was to challenge these corrupted generals, who rose to power in Zaros' ranks for their own selfish reasons?

Beckett: Precisely. Many of them had already turned to Zamorak, as the restrictions of power granted to them by Zaros' Order left them wanting more...

*Cutscene showing another letter being written.*

I’ve been taking odd jobs to make ends meet. The runes Guthix gave us should have lasted much longer, but due to greedy hoarders, we’re running quite low. The only way for me to acquire them now is to buy from the shops who sell them at prices I could never afford. However, Zaros has a supply which he allocates to his generals, but in order to reach this I must rise in his ranks. While in Senntisten, I can start working up naturally, but unfortunately with Zaros' attention elsewhere, the only way to rise is to kill or conquer...

For this part of the quest, you will be living in Senntisten. You play as Beckett and are at this point in time a rookie in Zaros' ranks. You will be completing tasks asks by civilians in the area. The goal of this part is to expand on the lore of the time, more than anything else. Tasks will be pretty simple, such as run a series of letters, cook a specific meal with ingredients found around the area, etc. A few of them will require skills listed in the quest requirements. There will be dozens of civilians, so any of them can be talked to to get a random task. The five tasks will end up being the same. The ranks are rookie, major, lieutenant, and general. Here, you're moving up to major. In total, this section will probably take about 30 minutes.

After completing five tasks, speak to the Zarosian general in the main building and inform her of your completion. She'll congratulate you and say that you need to prove yourself in a battle, and after that will be eligible for the rank of Major, the first step on the way to becoming a general. You'll get a message saying to prepare; this battle will be fought with your own gear, so use this break to bank and gear up, and return and talk to Beckett when ready.

Beckett's Battle

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This battle is set during the Kharidian-Zarosian war. You will appear in a desert area, on top of what is now the Shantay Pass. After the quest, this area can be traveled through. A team of Zarosian rookies will be with you, led by one Zarosian General, who will give a short speech. After this speech, you will have to fight the level 305 Kharidian Warrior. To equip the Zarosian Chestplate in the scene will require Defence 85 Defence.

Zarosian General: Alright listen up Rookies! You've volunteered your time and your lives, to support the Zarosian cause. Let it be known that we are fighting a people that prays to gods who don't follow Zaros. They do not see the truth, or perhaps think their gods are stronger! We must show them our strength in battle.

Rookie: (Shy emote) S-Sir!

Zarosian General: Yes Rookie?

Rookie: *gulp!*

Zarosian General: Speak up, weakling!

Rookie: Well I- *cough* um. I- must we kill them? Surely Zaros would want us to first show them th—

Zarosian General: Silence!

*the General strikes the rookie for 50 damage, reducing him to just one hitpoint left*

Zarosian General: If you do not feel this represents the will of Zaros, feel free to find him... and tell him yourself!

*animation shows the Rookie teleported into a jail, while the general laughs*

Zarosian General: Any other questions?

*Rookies shake their heads*

Zarosian General: Then lets begin.

Clicking continue will take you to the fight.

The Kharidian Warrior is level 305, must be attacked with Melee only. His archers will shoot arrows out of the air before they hit him, and your Magic level will be consistently drained to 5 every two seconds. For this reason, Melee combat is the only way to defeat him. He is weak to crush, and has 300 Hitpoints, and attacks with two combat styles, Ranged and Melee. Every 8 attacks he will spin around and jump, slamming his feet into the sand and sending waves of sand coming towards you. You must run away before he does this, as the attack will kill you in one hit. It will travel out from him in until it creates a 7x7 pattern, so running four tiles away will suffice to avoid it. Every 10 attacks, he will raise his hands up and invoke the gods, causing tentacles to come out of the sand and strike you for 20 damage. These can be avoided by watching for areas where the sand changes color. During this time, his defense will be lowered.

He will also be accompanied by a level 49 Warrior's Son, who will randomly hit you for a 10 (unblockable). For this reason, make sure not to let your health ever fall below 10. You cannot kill the son.

After he is brought to 0 hp, a cutscene will show him on the ground giving you the option to either spare him or kill him. You must kill him, so select kill, and you will be placed back into a fight with him. He now has 50 hp, none of his special attacks, and attacks with rapid, inaccurate melee attacks. Defeat him to trigger the next cutscene, at which point the son will flee.

(after being defeated)

Kharidian Warrior: You have a different purpose than these soldiers. I see it in the way you fight. This battle is not fought for me—what brings you here?

Player (as Beckett): I— I must fight.

Kharidian Warrior: Must you? We are a peaceful people. Your god would not see us slaughtered so. You harbor no hatred for us. So who do you serve?

Player: These people do not truly serve my god. They killed my family. They only represent a lust for evil and power.

Kharidian Warrior: And yet here you are, doing their bidding. What would your god say?

Player: Zaros has yet to realize the path his army has taken. And it is too late; to object is futile. I must take them down from the inside.

Kharidian Warrior: If you kill me, you are no better than one of them.

*options: SPARE or KILL.* select KILL.

Player: I'm sorry. I will do what I must. The world will vindicate me.

(after selecting KILL)

Kharidian Warrior: So be it. You mustn't fail, stranger. Do not let me die in vain. Do not let this corrupted empire touch my son.

Player: I won't, great warrior, you have my word.

*animation showing the warrior dying*

After this you will end up back in Beckett's room. You discuss the impact of the fights he had, and the kills he had to make. He will explain that it allowed him to climb the ranks, and then show you his life as a general.

Player: So you killed the Kharidian Warrior even though you felt no animosity towards him.

Beckett: Yes. I cannot stand before you and claim my path left no blood. I had to take on several beings that had done no wrong. The Kharidian Empire was brilliant, resulting in many of the developments in weaponry that we know to this day.

Player: So what became of their empire?

Beckett: The Kharidians sought the help of the Mahjarrat in resisting the forces of Zaros' now-corrupt ranks. After aiding them in the recovery of their land, however, many of the Mahjarrat turned to Zaros, for he recognized they were borne of the same energy he was. One devious Mahjarrat, known as Sliske, sought to bring the Mahjarrat "back" onto Zaros' side.

Player: I had a run-in with Sliske myself. The Mahjarrat are not unlike the Elder Gods, except the people they sacrifice are themselves. Sliske thought they would eventually cannibalize themselves into exctinction.

Beckett: I must admit, that is scary to hear, [player name]. Sliske must have taken an interest in you to reveal himself to you so directly.

Player: He wants me to become one of his wights. I'm not worried about him — I defeated four of his wights at once.

Beckett: Sliske is a master at getting others to do his bidding. He's felled entire cities without ever visiting them. He's freed terrifying monsters from their binds simply to control them.

Player: You're referring to the city of Lassar, and the beast Nex?

Beckett: Indeed. Perhaps I underestimated you, adventurer—you know more than your comportment indicates.

Player: I appreciate it. But I still need to know more about Sliske. You said he sought to bring the Mahjarrat "back" to Zaros' side. Did it work?

Beckett: Well, yes and no. Some sided with Zaros out of the allure of the violence that the corrupt Zarosians pushed. Others simply lost faith in his power. All of those Mahjarrat eventually became loyal to Zamorak. The Kharidian gods themselves took part in this fight, attacking and killing many of the Mahjarrat and turning the war.

*Beckett thinks pensively*

Beckett: The Zarosian forces' failure in the desert drew the attention of Zaros himself. He realized that no longer could his armies simply take over other areas by force.

Player: That's good to hear. It was not an empty desert. The Kharidians already lived there. Zaros' strategy would not have worked—if anything, it would've just caused more discontent against him.

Beckett: I hear you, player. There is no doubt that conquering the desert would have not made a lasting or unified territory. To many Zarosians, however, this retreat signaled weakness.

Player: Another crack in the wall? Unfortunate. But at least the Kharidians were left in peace.

Beckett: Unfortunately, it was not the end of their defences. In the Fourth Age, the Zamorakian forces launched a devastating attack that crumbled the Kharidian Empire for good. I pray that their gods have protected them to this day.

Player: I've seen the aftermath of that. I visited the ruins of Uzer and have heard many of the tales for myself. Surprisingly, a number of Zarosians are still in the desert today.

Beckett: You'd be surprised. Many of those loyal to Zaros when he fell found refuge in the desert. They plot his return, simply believing that he doesn't yet see them. The truth is that Zaros does not believe he can return. Many Mahjarrat followed the lead of the Desert Pantheon, despite being from Zaros' world.

Player: And for you? Did the war sway you?

Beckett: My defeat of a Kharidian Warrior, something even the general could not do, brought me past the simple promotion I was looking for. I was made a general, which gained me access to the magic arsenal of the Zarosian army. Unfortunately, playing my part meant that I was surrounded by barbarism. Only one person sticks out in my mind as truly opposing all that Zaros' ranks had become. I believe you've met before.

Player: Azzanadra?

Beckett: Yes indeed...

Part Two: Internal conflict

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This part of the quest focuses on Beckett and Azzanadra. In the past: Azzanadra will keep trying to contact Zaros and let him know of all the corruption he's found. Saradominist and Zamorakian forces work on a plot together to trap him in the Jaldraocht Pyramid, also known as the Ancient Pyramid. Players will, as Beckett, have to fight Dhalak, who will escape with the Staff of Armadyl after being defeated

In the present: players will also have to talk to Azzanadra about this. Players will then speak with Lennissa, who will change heart about Saradomin after learning that the truth was hidden from her. She'll acknowledge that her fear or what Zaros would do with the staff should have been placed on what Zamorak would do (and did) instead. She'll also recognize that Dhalak's allowance of Zamorak to banish Zaros made the world of Gielinor worse off. She'll apologize, say that's she respects Beckett for doing what she felt she had to do as well, and her curse will be lifted. We'll also see the way the way that followers of Zaros, such as the Mahjarrat, became divided between Zamorak and Zaros. Players will learn from Lazim about the history of Zamorakians in the desert.

Players will have to steal the ancient talisman from the Varrock Museum, and bring it to the Odd Old Man in Silvarea. The bones in his sack, from before the time of the snap that killed the life in Forinthry and made it the Wilderness, will flash back to the cutscene where Zamorak was overpowered in the God Wars, showing the burst of magic that was sent out and then destroyed the land. We then learn about the Edicts of Guthix, and how they claimed to make the world better by promoting "balance." This will set up the next act, where players have to question, is this balance truly peaceful or even beneficial?

Part Three: A new world

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This part of the quest takes place during the Third Age. Zamorak and Saradomin have worked together to snuff out Zaros' role in Gielinor. However, they also continue to fight each other. In the past: players (as Beckett) visit the city of Saranthium, which was formed to cover up Senntisten. However, no longer threatened by Zarosians, Zamorakians now attack Saradominist cities such as Saranthium. Beckett goes from place to place, but keeps seeing that Saradominists have not let up on their opposition to Zaros — despite their now-active fights with Zamorakians.

In the present: by speaking around, players discover that Entrana holds an ancient Guthixian holy spot deep underneath it. Worse, it is revealed that the evil caves of Entrana are in fact a relic of Zamorakian magic. It's revealed that Saradominists and Zamorakians worked together to create the cave as a spot to bring the Stone of Jas to and keep from Zaros; however, Zamorak designed an inconspicuous departure point (the door to the Wilderness) and made off with the Stone, later using it to siphon Zaros' power and kick off the Betrayal of Zaros that ended the Second Age. Players visit members of the Dagon'hai and learn that they felt the Saradominists abandoned them, and that they now seek revenge. Just like with the Saradominists, however, the Zamorakians seem to have no regret for their betrayal of Zaros. Both groups seem to have found nothing better in Zaros' death — just a new enemy.

Through all this, it's revealed that major groups want to exploit this long-held hatred of the other. Fat Tony in the Wilderness shares that the outlaws near the Grand Exchange are shown to be people Lucien has been sending into to get info on the city and its organizations, as Lucien wants to get all the Zamorakians together, united by their hatred of Saradominists. The Entrana monks work to hide the history of Zaros around the world and how it was the true origin for Saradomin and Zamorak division; they seek to attribute the fighting to one-sided inherent hatred held by Zamorakians. We learn that Fat Tony tried to share the impending attack by Lucian with Saradominists, but when they found out that he wouldn't use that as a reason to promote Saradomin, they set him up to take the fall for an attack on King Roald's life through poisoning.

Finally, players will see clearly that Beckett was not able to keep people from buying into the division. We see him run into Viggora, and the anger at how terribly things have gone get to him. He yells at Viggora, causing Viggora to challenge him to a fight. Players must fight Viggora as Beckett. However, after winning, Becket won't feel any better. Players speak to Viggora about this, then return to Beckett.

Part Four: Life after Failure

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Return to Beckett, and he will discuss how he failed, and the pain it brings him. He'll also speak about how much he's had to do that changed him, and how he wants his story heard now that he's been able to properly process it with another person. He'll say he doesn't want to live in the past.

Player: I'm so sorry Beckett. You lost it all, and the conflict still didn't stop. The Saradominists and Zamorakians are still fighting.

Beckett: I appreciate your sympathy. Indeed, there is no other way to frame it than to say that I failed. The terror is not as great as it once was, but the past seems to have been forgotten. I fear it is only a matter of time before the selfishness of the gods charges their followers to begin the cycle once again.

Player: Seeing what you've been through, it's hard to blame you for feeling that way.

Beckett: You say feel—but this I know. It is only a matter of time. A Zarosian power show won't win over any devotees. It pains me to say this, [player], but we can't stop the plan of the Elder Gods. We are doomed to fight each other until this realm is destroyed.

Player: There might be another way.

Beckett: I'd love for that to be true, [player]. But it's simple make-believe. The felling of even the mightiest beasts of this realm does little to inspire a respect of authority.

Player: That's the thing Beckett. Despite the problems the new era has brought, we have also grown as people. We got to do more than just survive. People today don't want sweeping displays of power. The want to hear the truth. I think you should share your story, and warn the people of this realm about what the Elder Gods have in mind.

Beckett: This isn't a matter of conversation! You believe the beings of this realm will change their minds over tea?

Player: I believe that anyone who's educated enough can make the choice for themselves. Zamorak calls his followers to life fast and die young. Saradomin preaches a passive balance. Neither of them tell their subjects the truth, or encourage them to empower themselves.

Beckett: I struggle to believe simple act of sharing my story could alter the devotion of a believer. But I must admit, in my pain and solitude, I have grown cynical. Truth be told, [player], you are the first person with whom I'm had a meaningful conversation in a hundred years. Truth be further told, you're also the first person I've been able to call a friend since I joined the ranks of Zaros. Perhaps I have closed myself off to the world.

Player: I don't blame you. After what you've been through, I'm surprised you even talked to me.

Beckett: You reminded me of myself at your age. As I began to climb the Zarosian ranks, it certainly went to my head too. I was powerful and accomplished. I fear that in my journey, I also lost the earnestness of my youth. In a way, [player], you are like a mirror of some of the parts of me I miss, and some of those I had to grow from.

Player: Thanks... I think...

Beckett: I say with respect that you have growing to do, adventurer. But you're good of heart. You convinced my to come out of my shell, and you've convinced me now that I should let my story be heard.

Player: How should we start?

Beckett: Lets return to the settlement formed south of here. Perhaps the new ruler might like to hear this story.

Player: We've met. I'll introduce you.

You talk to King Roald, and a quick cutscene takes place saying that you and Beckett tell him the whole story. He says Saradominists must admit they haven't always been perfect, and suggests that Art Critic Jacques finally get his wing in the museum to chronicle the information learned.

Player: King Roald! I have something you must hear...

*cutscene of you both sharing the story*

Roald: My goodness that was a story. Thank you for sharing it.

Beckett: Were it not for the encouragement of your ally here, I would likely still be holding these stories inside.

Roald: There's a reason we call [player pronoun] back. But your story has also touched me Beckett. If I'm honest, I'm questioning my faith in Saradomin's leadership.

Beckett: You may still follow him for the ideas of balance and order he espouses. I do believe however that these ideals can be preached without worshiping his image.

Roald: I think you may be right. And it would cause a great shift in order if your city were to disavow the church. But I do believe the history needs to be shared. And I know just the person...

*Roald calls in Art Critic Jacques*

Roald: Jacques, I believe I have found the perfect task for you.

Jacques: And wat iz zat, monsieur?

Roald: This story must be told.

*cutscene of you three sharing the story again*

Jacques: I am, how you say, touched. I will get to this at once.

*Jacques walks out*

Roald: In the meantime, [player], I have some news that may be of some interest to you.

Player: Oh?

Roald: Recently, we've begin putting together a network of beacons around the Wilderness. We hope to use them to protect the town from insurrection. I believe that a defense against Zamorakians might strengthen the city. Additionally, we believe it may be beneficial in allowing us to revitalize some of the Wilderness...

More dialogue here, but basically, this part re-creates All Fired Up, this time lighting stuff as well as adding artifacts that somehow purify or cleanse the area. They will have similar requirements, such as what to build, etc. Lighting them will also timed, and as in the minigame, players will have to be fast. Completion of this section will reward the flame gloves and the ring of fire, which each give 2% Firemaking xp bonus, just as in RS3, and count as warm items. The beacons require Firemaking 90 Firemaking to light, plus additional tasks and requirement. The keepers and routes to the beacons can (and must) be unlocked in advance.

Beacon Access requirement Keeper requirement Lighting requirements
Near the River Salve None Key was dropped into river and must be fished out (Fishing 85 Fishing) None
Near the Rag and Bone Man Requires mining out the brazier (Mining 85 Mining) None None
North of the Jolly Boar Inn None None Requires imbuing at the earth altar (Runecraft 85 Runecraft)
North of Varrock Palace None Rusty brazier cover needs to be opened (Strength 85 Strength) None
Near the Grand Exchange None The keeper refuses to help, so you must steal the key (Thieving 85 Thieving) None
Near Edgeville None Wants you to catch a wild goose running around (Hunter 85 Hunter) None
Near the Monastery None Must be formally welcomed into the monastery (Prayer 85 Prayer) Full prayer points
Near Goblin Village None None The goblins built it but forgot the ladder. Has to be lit with a fire arrow from the other side (Ranged 90 Ranged to shoot, Fletching 85 Fletching to make the arrow)
Near Burthorpe None Wants his grass re-planted (Farming 85 Farming) None
East of Death Plateau Requires traversing a rock climb (Agility 85 Agility) None None
By the Trollheim shortcut None Have to survive a hit from the troll with no skill boosts (troll does 84 damage, requiring Hitpoints 85 Hitpoints) None
Near the entrance to the God Wars Dungeon Construction 90 Construction to repair the brazier None Need to be holding Sir Gerry's torch to reach the top of the brazier Attack 85 Attack)
Top level of the Resource Area Crafting 85 Crafting to enter Combat level 105 Combat level to be allowed to the top level The air is too cold that high up to start a fire. Only the firebirds that sit on the perch have a strong enough flame. Killing one lights the brazier nearby (Slayer 85 Slayer to kill)
Near the small temple in the Wilderness Need to repair the ladder (Smithing 85 Smithing) None None
On the Frozen Waste Plateau Spell to thaw brazier (Magic 90 Magic) Mage is cold, and wants a special warm stew made (Cooking 85 Cooking) None

Part Five: Finding the spark of life

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In this final part of the quest, players now have to cleanse the evil of the Wilderness. Some of this takes place in the shadow realm, and incorporates plotlines from Summers' End and Spirit of Summer. Players will speak to the ghost who says he's blocking the shadow realm from players. In this version, the spirit realm is just more of the shadow realm. Players will learn about Jennica and her family, who lived on a farm in the damaged Wilderness at the end of the God Wars. They wanted to live away from Misthalin because they didn't want to buy into the Zamorak vs. Saradomin divide, and remain loyal to Zaros. However, some Zamorakian zealots found their farm and murdered them all. The life-force of the slain family was sucked into various gaps that emerged between the shadow realm and Gielinor immediately after Zamorak's magic blast; this life force produced the spirit beast. The spirit beast was then able to leave the shadow realm, and sustains on the souls of those slain in the wilderness, including Jennica's family.

It will be revealed that the Strange Old Man is actually Jennica's father, and that he survived that day, hiding in a small cellar during the attack. He later went insane digging for Jennica's ring, which he gave her as a child and which he saw get thrown into the dirt after Jennica was killed. This is why he continues to dig, now no-longer even in the Wilderness. Players will have to find Jennica's ring.

Fights: Soteseg and the Whisperer will need to be fought together here, and players will have to hope between realms to do so. Players will also have to fight the corporeal beast later on, having to lure him like in the RS3 quest versions. However, the final cave will feature a direct battle with the beast that involves a lower-health variant of the current version found in OSRS. This version will also be more complex, as players will have to do things in the spirit realm as the fight continues. Actions will affect the normal realm and shadow realm differently, and this must be incorporated into the fight with the beast.

Upon finding Jennica's ring and bringing it to Beckett, he'll remark that it contains the spark of life he was searching for, and knew had to exist. Azzanadra, who joined Beckett in the Wilderness, will remark that if Zamorak was not truly able to wipe out all life in the Wilderness, then Zamorak must not have stolen all the life and power of Zaros. You'll ask why Zaros was called the Empty Lord, and he'll explain that Zaros was often not present. You'll ask why he was so often away, to which he will respond that Zaros wanted the species of Gielinor to be given the tools to create an organized community, but be able to accomplish it by themselves. Azzanadra will elaborate, saying that Zaros believed that in order for the many disconnected species and races across the world to truly unify, they must realize on their own that it was in their own interests to co-exist. Beckett will comment that had Zaros succeeded in creating a single, all-encompassing kingdom, this goal may have been realized. Azzanadra will say that in his greatest moments of doubt, he wondered whether it was even possible, when so many other forces were constantly fighting to keep Zaros' vision from being accomplished.

Azzanadra will ask for players to place the ring in an area of the Wilderness where the life of Forinthry seems the most present, believing that if any sort of communication could reach Zaros in wherever he was banished, it would be the aura coming from the spark of light. Speak to Fat Tony to find where this location might be, and he'll tell you that the swamp in the Bandit Camp has large groups, teems with fish, and is constantly bubbling. Players will create a raft to the center of this small swamp (requires Sailing 85 Sailing), and place the ring into a tangled mess of roots.

Unbelievably, the roots will swallow up the ring, showing players flashbacks of the once-lush Forinthry. The ghosts from the Empty Lord miniquest will be cut to, each saying something different. Small greenery will pop up in several places around the current Wilderness, showing that the destruction caused by Zamorak is not permanent. Beckett, believing there is hope for humanity, will give you his locket, saying it's the only item he kept with him all these years. He will then step into the roots, saying it's time for him to finally move on. He'll disappear into light, and the roots will grow in size. The voice of Zaros will be heard by the player: My powers are near-nonexistant. I must be quick. While I may never return in physical form, through your actions, [PLAYER], the prospect of a unified Gielinor lives on.

Azzanadra will gasp, remarking that Zaros never truly left. He tells the player that he must now gather the Zarosian Mahjarrat to help him find out how to bring Zaros back to physical form. He'll depart, leaving you near the swamp. This will end the quest.

Rewards

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  • 5 Quest points Quest points
  • 75,000 experience in all skills
  • Access to the demonic skull, which increases experience rates when training in the Wilderness, but skulls you in the process. Fat Tony will sell replacements for 550k, with each one dropping as coins upon death.
  • Beckett's Locket, a twice-daily teleport that works up to level 40 Wilderness
  • Ability to speak to ghosts without a ghostspeak amulet