Length:
Medium
Quest Requirements:
Skill/Other Requirements:
50 Necromancy
Quests Unlocked/Partially Unlocked by completing this Quest:
Quest Points:
1
Reward:
15k Necromancy XP lamp; 10k Prismatic XP lamp (requires level 50); Access to standard difficulty of the Ungael combat scenario; Ability to build all three tiers of the Fort Forinthry botanist's workbench; 2 Treasure Hunter keys.
Start Point:
Fort Forinthry Command center.
To Start:
Speak to Overseer Siv.
Instructions:
  1. Talk to Overseer Siv in the Command center and talk about Ancient Awakening (option 2). Accept the Quest when prompted. She will ask you to check on a group of archaeologists in the crypt to the North and to keep an eye on Aster, who hasn't been the same since the disastrous dinner.

    Start

  2. Head to the crypt to the North and enter; be cautious of the aggressive monsters on your way there - Protect/Deflect Magic will help reduce damage received.

    Crypt Entrance

  3. Once inside the crypt, head to the Dragonkin tomb to the South and enter.

    Crypt Door

  4. Walk North to find an Archaeologist, Aster, and The Raptor near the map table. Speak with either Aster or The Raptor and complete the dialog. After asking all questions, they will request you gather 20 Dragonkin artefacts to help their efforts.

    Find This

  5. The Archaeological hotspots are spread all over the tomb like normal excavations sites, however, collecting these artefacts do not require excavation and are not physical items you will carry. As you are exploring the tomb, be cautious as Tomb zombies will spawn when approaching the archaeologists. When the Zombies are killed, they will drop 3 artefacts each.

    Look Here

    Click the image above for a map of the tomb and the hotspot locations.

  6. After gathering all 20 artefacts, head back to the map table then speak with Aster or The Raptor. You will instruct that the archaeologists should return to the guild as it is not safe here. The archaeologist will agree to do so after the inscriptions have been deciphered and you will hand over the artefacts you have found. Soon after, Aster will decipher the writing and read the inscription aloud, with a minor error which you can choose to correct. You will discuss what Overseer Siv told you and agree that you will all reconvene at the Fort. Before leaving, The Raptor will ask to speak to you alone, telling you to meet them at the Jolly Boar Inn on the 2nd floor.

    Dont Stay

  7. Head over to the Jolly Boar Inn and there will be a 'Continue Ancient Awakening' quest icon at the door, click it to proceed. When you get inside, talk to Bill near the bar. He will "introduce" you to Bill Jr., a mounted crossbow he created just 2 weeks ago. After a bit of discussion about his father, or not, Bill will hurry off to work on things.

    Daddy Issues

  8. Walk upstairs and talk to Ellamaria. You will question the safety of her revealing her face here and have the option to talk to her about the recent situation. You can either exhaust all the questions or choose to skip the small talk (option 4) and she will want to talk about Zemouregal and his potential "Secret weapon". You will suggest sending a team to Ungael to put a stop to his plans. Ellamaria will tell you to find Aster first, as their knowledge of Dragonkin language is necessary.

    Your Majesty

  9. Head to the bridge to the West of the Champions' Guild (Fastest teleport is the Varrock Lodestone, then run West toward Draynor Manor). When there, click the 'Continue Ancient Awakening' quest icon to proceed. Speak with Aster when they spawn to the South. After the dialog is finished, Aster will return to the Fort, but has dropped a Mysterious letter as they are leaving. Pick it up and read it. It says

    Dear Aster,
    I am reaching out to you on behalf of the Varrockian authorities.
    The location of your sister's burial site has been marked on the attached map. Do with it what you will
    - E.R.

    Once you have read the letter, return to the Fort.

    Mourning

  10. Once you have arrived at the Fort, head to the Town Hall and enter using the 'Continue Ancient Awakening' quest icon. Once inside, talk to Aster. After the dialog, prepare yourself for combat. Necromancy combat gear is recommended due to the Undead's combat styles. Once you have prepared, head to the Woodcutters grove to the East and interact with the boat to travel to Ungael.

    Meeting

  11. Once you board the boat, a cutscene will appear. When it finishes, you will arrive at Ungael but you will not be alone. You will be suddenly be ambushed by Zombie warriors and Skeleton knights, defeat them. A small conversation will happen.

    Welcome

  12. Once you finish talking, head inland to whatever is lurking. You will come across some ruins. Interact with the entrance, which will allow you inside a frozen room, then continue North.

    Front Door

  13. Interact with the tower entrance and you will be face to face with Zemouregal and his waves of undead, prepare yourself! A brief cutscene will play wherein Zemouregal will attempt to reanimate Vorkath with necrotic energy, which you felt earlier. In the coming fight, your party members will automatically attack enemies and you will be able to direct them to focus on specific targets (Right-click "Target" option). Each member has a specific passive ability.
    • Aster: launches fire-tipped bolts that apply a damage-over-time effect.
    • Bill: summons Bill Jr. to fight alongside, acting as a stationary ranged turret.
    • The Raptor: briefly becomes invulnerable. When the effect ends, all nearby enemies will take damage and be stunned for 2 seconds.
    Monsters will be aggressive to their nearest target when spawning so it is recommended to stay away from the middle of the arena to avoid damage. The fight is broken into 12 waves which will spawn specific monsters. Once all monsters of a wave have been defeated, you will need to interact with the necrotic energy to progress, enabling you to rest up between waves some - note that if you leave, you will begin back over at wave 1 regardless of how far you made it through the waves. At the beginning of odd number waves, you will be given the option to choose 1 of 3 random Power-ups activate for the continued battle.

    Pew Pew Pew

    Power-ups:
    Power-up Description
    Encouraging Speech Your companions damage is increased by 25% and their hitpoints increased by 20%.
    Enraged Spirits Your Necromancy conjures deal 15% more necromancy spirit damage.
    Going Out with a Bang Cause your enemies to explode on death, dealing up to 10% of their hitpoints as damage (maximum 5000) to enemies in a 3 x 3 area.
    Gotta Go Faster Reduces the cooldown of Escape, Surge, Dive and Bladed Dive to 1.2 seconds.
    Overclock The turrets created by Bill attack twice as fast and have an increased ranged level.
    Personal Bodyguard 25% of damage the player receives is taken by the Raptor instead.
    Provoking Shout The Raptor taunts enemies in a 10 x 10 area when using his ability.
    Self-Destruct The turrets created by Bill explode when they expire, dealing between 8325-11,650 magic damage to nearby foes.
    Thorns Reflect 30% of damage received to the enemy who dealt it.
    Well-Cooked Meal Food heals you for 150% of its usual amount.
    Who Dunnit? Aster's attacks deal up to 15,000 damage to enemies below 25% health (10% for large enemies).
    Wildfire Aster's burn damage is increased to 1400-1800 damage every 1.2 seconds for 6 seconds. It can spread up to two times.

    Monster Waves:
    Wave Phantom sorcerer Phantom wizard Skeleton archers Skeleton knight Skeleton ranger Undead giant Unstable zombie + 3 Necrotic slime (when defeated) Zombie knight Zombie warrior
    1 - - - 1 - - - 1 4
    2 - - 2 1 - - - 1 2
    3 - - - - - - 1 1 1
    4 - 1 2 - - - - 1 2
    5 - 2 2 1 - - - 1 2
    6 1 1 1 - 1 - 1 1 1
    7 - 1 - - 2 - - 1 3
    8 2 - 1 - - - - 1 3
    9 1 1 1 1 1 - - 1 2
    10 1 - - 2 1 - 2 2 -
    11 2 - - 2 - - 2 1 1
    12 - 1 1 - - 1 - - -


  14. Once you have completed all the waves, you will be too late. Vorkath has been resurrected, the weapon has been revealed! After a cutscene, you will be back in the ruins talking to Aster, The Raptor, and Bill who all think they failed. After the dialog, interact with the Southern doorway then run East.

    Oh No

  15. Enter the tower to the West and interact with the Runic projector inside. You will sense it doesn't have enough energy for it to be activated. You will suggest looking for something to give it more power.

    Low Battery

  16. Step outside to the North and catch the Mote of energy; this is 1 of 3 you will need. Step back inside the building and search the shelves, bookcase, and ruined pillar until you find the remaining 2. Then interact with the Runic projector again to reveal an Archivist.

    Collect 3

  17. Listen to the Archivist, who will ask you to state your query. Go through the options until he activates the Mysterious device.

    Heppies

  18. Once he activates it, inspect it and you will be teleported back to the Dragonkin tomb near the Fort.

    Tepelort

  19. Head back to the Fort and go to the Town hall and use the 'Continue Ancient Awakening' quest icon. Talk with Aster and a discussion bewteen the group members will proceed about the recent mission. In the end, everyone will decide to stand together for the harsh fight that is heading toward the Fort!

    Fort Unite!

Congratulations, Quest Complete!

You Did It

This Quest Guide was written by Robbie07731 and ChathMurrpau.
This Quest Guide was entered into the database on Sat, Nov 25, 2023, at 04:36:03 PM by Chath, and it was last updated on Tue, Nov 28, 2023, at 03:10:55 AM by Chath.

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