Mahjarrat Memories is a long miniquest in which the Mahjarrat Kharshai tells you about a device he has created which will allow you to collect the memories of various Mahjarrat who have remained in one location for a period of time. Kharshai wants you to go out and obtain the memories so that he can discover their plans.
After speaking to Kharshai he will give you the engrammeter and send you to collect the memories of 15 Mahjarrat. Unfortunately, before you can collect the memories you need to charge the engrammeter using divine memories that you obtain whilst training divination normally. You will need 500 vibrant memories or better to charge the engrammeter, depending on your level and chosen location this can take anywhere between 15 and 25 minutes. The entire miniquest requires 7,500 divine memories.
Once the engrammeter has become charged you must then find an area where a Mahjarrat has spent a lot of their time and use it in order to obtain the memory. Obtaining the memory causes the engrammeter to lose its charge, however you must take the memory to Kharshai and have him give you a transcription of it before you can charge it again. You will need to repeat this process a further 14 times to fully complete the miniquest. Below is a table of the all the Mahjarrat memories the are obtainable and their locations.
You may keep track of remaining memories using the check-boxes in the table below.
Enakhra's temple is located north of the granite mine. Once inside the temple, head to the middle chamber and climb up the ladder then run north through the magical barrier. Climb up this ladder and run into the main chamber. Use your engrammeter here and you should obtain Akthanakos' memory.
The memory is obtained in the room where you switch to the Ancient Magicks spellbook. When you arrive at the pyramid, run around the back of it and enter the secret door. Use your engrammeter here and you should obtain Azzanadra's memory.
The entrance to the sewers is located just east of the Clocktower. Once you have entered them, board the raft and then run south to where the Hazeel cultists are. Use your engrammeter here and you should obtain Hazeel's memory.
Fariy Ring Code: DKS, Fremennik Lodestone
Enter the cave and jump over the river. Once across, go through into the next chamber and the memory is located on the island where the Muspah was encased in a block of ice.
Use the engrammeter next to Kharshai to obtain his memory.
Lamistard's Tunnels OR Zemouregal's Fortress
Fairy Ring Code: DKQ
The easiest option is to exit the Glacor cave and run west along the southern edge of the Mahjarrat Ritual site, head through the forest on the western edge to reach Zemouregal's fortress. Once inside the fortress you can use the engrammeter to obtain Lamistard's memory.
Alternatively you can enter Lamistard's tunnels via the cave entrance atop Trollweiss Mountain and use the engrammeter there to obtain the memory.
Lucien's House, Edgeville
Edgeville Lodestone, Fairy Ring Code: DKR
Lucien's House is located next to the Grand Exchange, by the fairy ring. Use your engrammeter here and you should obtain Lucien's memory.
Head down the hole in the north of the digsite and use the engrammeter by the Zarosian altar to obtain Mizzarch's memory.
Mahjarrat Ritual Site
Fairy Ring Code: DKQ, Ghorrock Teleport
Head to the centre of the ritual site and use the engrammeter there to obtain Palkeera's memory.
Fairy Ring Code: DKQ, Ghorrock Teleport
Head to the fortress at Ghorrock. If coming from the fairy ring, run across the ritual site and go through the passage to the north. Be wary of the iron and steel dragons, whilst they are not aggressive one mis-click could result in death.
To get to the Citadel you must teleport there using the invitation box you acquire during Missing, Presumed Death. If you destroyed it, you may reclaim it from Brother Samwell near the Odd Old Man, limestone mine and Paterdomus temple. Head inside the throne room, where Sliske had previously gathered all the Gods. Use the engrammeter here to obtain Sliske's memory.
To get to Zemouregal's base you need to talk to Hartwin who can be found in northwest tower in Varrock Castle. He will take you to the entrance to the base which is located in the Wilderness (this part is instanced so you will not be attacked by other players). Enter the base and run through the three gates to the kitchen. Crawl through the pipe in the kitchen and run through the sewers at the other end. Summon your macaw and look through the pipe, the guards will move and you can go through. Enter the room south of the pipe and use your engrammeter here to obtain Zemouregal's memory. For a map of the base click here.
Note: If you exit Zemouregal's base by any means other than teleportation you will be in the Wilderness and can be attacked by other players.
Upon delivering the final memory to Kharshai he will tell you he is disappointed that all the memories are from the past and that he has learned nothing of his kin's plans. He does now feel a little bit more powerful and the collection of these memories has given him a new avenue of research to consider pursuing. Kharshai also ponders what might happen if you were to use the charged engrammeter on Freneskae, the Mahjarrat homeworld.
After the quest it is a good idea to recharge your engrammeter once more as it is useful for the Fate of the Gods quest.
Trying to use the engrammeter at Port Khazard gives you a message saying that General Khazard is too young to have a memory. Similarly if you use it at the Zamorakian camp in Lumbridge you get a message saying it must not work on Gods or half-Mahjarrat which refers to Zamorak and Moia.
It does not matter which wisp colony you use to gather memories as long as it is level 60 or above. For speed the closest colonies to teleport spots are Mobilising Armies and Canifis.
Enriched memories count as 2 charges so it is a good idea to keep a look out for an enriched wisp spawning.