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The Tale Of The Muspah

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The Tale of the Muspah

Written By Spybot

Special Thanks To Kayla, Muttdog, Josephgregg, Arbitrary M, Lukepwnage, Tman3993, Roy, jokerrulz, Maj0r Mike, ruse, Uther, Yorick, sionnach dhu

Start: Speak to Erjolf northeast of Rellekka.

Skills: 10 Magic, 8 Mining, 6 Firemaking, 10 Woodcutting.

Quests: None!

What You Need: Shantay pass, Desert robes, Waterskins (can be obtained before entering the desert), 4 Cut Sapphires or a Pickaxe and a Chisel (you can mine Sapphires in the cave), 8 Cosmic and 8 Water runes (you have to be using normal spellbook) and a Hatchet. You also need at least 7 free inventory slots for Rafts and the Knife, Spade and Tinderbox given by Erjolf.

 

Recommended Skills: 20 Crafting for cutting Sapphires if you decide to mine your own.

Recommended Items: Energy potions.

 

Scroll down to the end of the guide to find a 'Fast Quest Walkthrough'.

 

Getting Started

 

To start this quest, go northeast of Rellekka until you reach the icy mountain. It is recommended that you use the Fairy Ring code DKS to be teleported directly to the quest start point.

 

m8ivl0.png

 

Speak to Erjolf, who tells you that he has found something strange in the nearby cave. Agree to keep it a secret and follow him inside.

You'll then appear in the cave, with Erjolf on the other side of the river. Click on the flat rock near the water to cross it.

Follow Erjolf until you reach the cave opening and enter it. Follow him to the ice block and speak to him. He tells you that there is something in the ice and he needs to get to it to finish the Fremennik Trials. Tell him that maybe you could help him with the Trials.

 

He tells you that he might have an idea how to melt the ice around the armor. Tell him that you are ready to learn how to melt the ice. He tells you about building boats, more specifically rafts, and sending them floating towards the ice, thus melting it with fire.

 

k9grj5.png

 

knifej.pngA cut scene will follow, in which he teaches you how to make a raft out of Driftwood. Take about 10 pieces of Driftwood from the nearby piles and use your Knife on them. You can get all the required tools for this part from Erjolf. When you are ready to release a Raft, simply stand near the water and release it. You'll then automatically set fire to the released Rafts.

 

c49ok.png

 

He tells you that the Rafts keep missing their target and there are 4 streams that affect their floating direction. You'll have to block or clear some of them to adjust the flow. To block a stream, use your Spade on the ice mound next to where the water flows out of the cave; use the Spade on the blockage if you want to restore the flow.

Melting the Ice

 

North stream - This is the only one that feeds the pool (water is flowing towards the middle).

West stream - Water flows out of the pool through this stream and any nearby rafts will move towards it until it is blocked.

South stream - Water flows out of the pool here.

East stream - Same effect as west and south streams.

 

He gives you one final tip: If you release several Rafts at once, they'll come to rest against each other. This means you can melt hard to reach ice by releasing several Rafts at once. Remember to speak to Erjolf to get a free Spade, Tinderbox and a Knife.

 

[/name]
Block the west and east streams.
Go north of the ice block, release 4 Rafts from 4 different locations near the water to melt the 4 northern ice columns.
While on the same piece of land, release 4 or 5 Rafts one after another. They will follow each other and get stuck behind a rock in the water, melting all of the eastern ice columns.
 
3461deb.png
 
 
Unblock the west stream and block the south stream.
Repeat step 3 while standing in the corner of the land piece that is between south and east streams. Let the Rafts float to the far-away rock, melting all the southern ice columns.
Block the west stream and unblock the east stream.
Go to the west stream and release 2 Rafts from either side of the western river. Make sure that they are in the water north of you (if standing on the southern side) or south of you (if standing on the northern side).
 
2zrzvpt.png

Speak to Erjolf after removing all of the ice and he discovers that it is in fact a frozen monster, not a piece of armor. He wonders why the ice around the monster didn't melt.

 

zxp1mh.png

 

The Natural Historian

 

He suggests you to go talk to a natural historian who is in the area. The historian is located on the Trollweiss Hunter Area, also known as the Snow Hunter Area. Erjolf also asks you to take a look at the creature to describe it to the historian. Go to the Trollweiss Hunter Area, ascend the ice stairs and go to the northeast corner of the area. Speak to the natural historian, ask him if he knows what a yeti looks like, and then ask him if he is any good at identifying creatures.

 

historian.png

 

He'll then ask some questions about the creature:

 

- What color is the creature?

- It's yellow.

 

- How many arms does it have?

- Four.

 

- How many legs does it have?

- No legs, it's like a snail.

 

- Describe its head.

- It has spikes which run down its spine.

 

- Does it have a tail?

- It has a spiky tail, with vicious spines.

 

- Describe the creature's hands.

- It has pincers, like a crab.

 

He then recognizes the creature but can't tell more than you already know. Ask him how you can find out more about the creature and he tells you that a statue, which had a remarkable similarity to the creature you've described to him, was found in the Kharidian Desert.

 

The Statue

 

The statue is located east of the Desert Mining Camp. He gives you a Lumbridge teleport to shorten your trip to the desert. Make sure you bring a Spade. Go to the desert and click on the sand pile while having a Spade in your inventory to clear it from the sand.

 

outcly.png

 

Ali the Wise will appear and tell you that he was looking for it as well. He asks you to come talk to him to discuss it more. Tell him that you have found a creature that looks exactly like the statue.

 

He tells you that the creature is a Muspah, which is a fearsome predator, combined of various creatures. Ask him why he thinks that the creature you found is a myth.

 

Bring up the topic of clearing the ice from around the Muspah. He will teach you his special ways if you promise to tell him all about your discoveries later (he lives in Nardah). You must bring 4 Cut Sapphires, 4 Cosmic Runes, and 4 Water runes. You'll need to use a knife to bore the Sapphires into the ice around the creature, then enchant them using the runes. You can also mine Uncut Sapphires in the new cave but this means you'll need a Pickaxe and a Chisel. You can ask Ali's help to get back to the cave faster and he will give you a Camelot teleport.

Meeting Jhallan

 

sapphire.gifHead back to the cave and speak to Erjolf. Cross the floating bridge to the frozen Muspah and bore your sapphires into the ice block. Erjolf comes to claim his trophy but the creature suddenly comes to life, frightening Erjolf away. After he runs away, talk to the creature. Make sure you pick up your 4 Sapphires before you leave, as you will need them later on in the quest. After telling it where and what it is, it changes to Jhallan, a Mahjarrat. Talk about all the options and then ask about the ritual of rejuvenation. Ask him what he needs now.

 

rmvcsk.png

 

He doesn't have power to go into hibernation under the ritual site so he asks for your help. For this you need 4 Sapphires, 4 Cosmic and 4 Water runes, and a Knife. You'll need to find a way to the caves beneath the ritual site.

 

The Caves

 

[name=erjolf5]Leave the cave and speak to Erjolf. Ask him how to get to the location and he tells you to meet him on the west coast of the Trollweiss Hunter Area. Bring a Hatchet and speak to him near the fallen log in the hunter area. Craft a canoe and board it. You'll appear in a new area.

 

2ci8zgh.png

 

Enter the cavern near the canoe. Speak to Jhallan who tells you that he is standing directly under the ritual area.

 

He asks you to find a place that is very cold, has no light, no creatures, and no water. The cave has several rooms with creatures, water and light. Rooms with brown floors and walls are not cold enough. Find the room that doesn't have any of these factors.

 

The suitable area is in the southwest corner of the dungeon. Once there, speak to him and ask him if the place is suitable. At first, he refuses to give you a reward but after threatening him, he gives you a Muspah's tail as a trophy for Erjolf. Position your 4 Sapphires around him and then enchant them.

 

301mx4z.png

 

Go out of the cave, take your canoe back to the Trollweiss Hunter Area and speak to Erjolf.

 

After giving him the trophy...

 

Quest Complete!

 

questscrolltrans.png

 

Rewards

  • 1 Quest Point
  • 1,000 Magic XP
  • 800 Mining XP
  • 800 Woodcutting XP
  • 500 Firemaking XP
  • Speak to Ali the Wise in Nardah to learn more about the Mahjarrat.
  • 200 XP Antique lamp from the natural historian.
  • Access to a new dungeon with several Jellies to kill.
  • The ability to mine 8 Sapphire rocks in the cave (can only be done once).
  • 2 New Music Tracks: Rest for the Weary and The Muspah's Tomb.

 

Fast Quest Walkthrough

 

1. [^] Speak to Erjolf northeast of Rellekka.

2. [^] Enter the cave, cross the river and follow Erjolf.

3. [^] Speak to Erjolf.

4. [^] Craft Rafts from Driftwood.

5. [^] Follow the steps above to melt the ice.

6. [^] Speak to Erjolf.

7. [^] Speak to the natural historian.

8. [^] Describe the creature.

9. [^] Find the statue east of the Desert Mining Camp.

10. [^] Speak to Ali the Wise to learn how to melt the ice.

11. [^] Melt the ice in the cave, using 4 Sapphires, 4 Cosmic and 4 Water runes.

12. [^] Speak to the Muspah and then to Jhallan.

13. [^] Speak to Erjolf in the cave and then on the Trollweiss Hunter Area.

14. [^] Craft a canoe and board it.

15. [^] Enter the cave and speak to Jhallan.

16. [^] Find a suitable area and perform the ritual.

17. [^] After receiving the trophy, take your canoe back to mainland and speak to Erjolf.

18. [^] Quest Complete!

Edited by Spybot

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Sounds like a global warming plot to flood relleka

And then i wont be able to do the achievement diary!

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If you're having trouble melting the west side like I was (lol), then you have to block all but the eastern stream, then launch a raft into the western canal while facing north.

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the creature is-

yellow, 4-arms, no legs, spikys head, spiky tail, crab hand

It was the same for me, so it seems to be the same for everyone. Just wanted to confirm that.

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To start this quest, go north-east of relekka till you reach the icy mountain. Enter the nearby cave, This is best reached by the fairy ring network, using the code D-K-S.

relekka till -> rellekka untill

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the creature is-

yellow, 4-arms, no legs, spikys head, spiky tail, crab hand

It was the same for me, so it seems to be the same for everyone. Just wanted to confirm that.

i already checked with some one in my world :wub:

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the mahjarrat gives you a tail of the mustaph using its power to give to the boy as trophy

Edited by ruse

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Got a few pictures if you may need them.

 

 

creature.png

[img=http://i201.photobucket.com/albums/aa201/Uther162/creature.png]

 

historian.png

[img=http://i201.photobucket.com/albums/aa201/Uther162/historian.png]

 

(Those two probably need better cropping)

 

mahjarrat.png

[img=http://i201.photobucket.com/albums/aa201/Uther162/mahjarrat.png]

 

The Mahjarrat Jhallan after being freed

 

sand.png

[img=http://i201.photobucket.com/albums/aa201/Uther162/sand.png]

 

The buried statue of the Muspah

 

statue.png

[img=http://i201.photobucket.com/albums/aa201/Uther162/statue.png]

 

Clean Muspah statue

 

saphires.png

[img=http://i201.photobucket.com/albums/aa201/Uther162/saphires.png]

 

The Mahjarrat around the saphires at the end

 

 

 

 

Hope those help you. :box:

By the way, there's extra rewards if you return to the Historian and if you go see Ali the Wise in his house, in northern Nardah.

Edited by Uther

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1) Block the western stream

2) Block the southern stream

3) stand in the corner of water northeast of the 3 piles of driftwood, release a raft, it will melt a piece of the ice block.

4) block the eastern stream

6) unblock the southern stream

7) go north of the ice block, release 4 rafts from 4 different spots near the water's edge to melt the 4 northern ice walls

8) while on the same land piece, release 4 or 5 rafts one after another, so they follow eachother, melting all of the eastern ice columns

 

9) unblock the western stream

10) block the southern stream

11) repeat step 8 while standing in the corner of the land piece that is between southern and eastern streams. Let them float to the far-away rock, melting all the southern ice columns.

12) block the western and southern stream, unblock the eastern stream.

13) Go to the western stream and release 2 rafts from either side of the western river. Make sure they are in the water north of you(if standing on southern shore) or south of you (if standing on the northern shore)

 

They will remove the 2 remaining ice pieces.

 

Speak to erjolf again who discovers that it is in fact a frozen monster, not a piece of armor. He finds it weird and magical that the ice around the monster didnt freeze.

 

He suggests you to go talk to a natural historian from a museum, who is in the area, looking for yetis. He recalls that he last saw the historian up at the trollweiss hunter area. He also asks you to take a look at the creature, to describe it to the historian. Go to the snow hunter area, ascend the ice stairs, and go to the northeastern corner of the hunter area. Talk to natural historian. Ask him if he doesnt know what a yeti looks like, and then "are you any good at identifying creatures?" He'll then ask some questions about the creature:

 

-What Colour is the creature?

-It's yellow

 

-How many arms does it have

-4

 

-how many legs does it have

-no legs, it's like a snail

 

-head

-it has spikes which run down its spine

 

-tail

-it has a spiky tail, with vicious spines

 

-hands

-Its have pincers, like a crab

You have this in a mixture of capitals and lowercases; clean it up :wub:

 

12) block the western and southern stream, unblock the eastern stream.

You didn't put this into 3 steps like you had been doing, and the southern stream is still blocked at this time.

 

And you only need 4 sapphires, as you can pick the four you use up after the ice has melted :ice:

 

speak to erjolf

Erjolf is a proper noun; thus it should be capitalized.

 

speak to the kid (i seem to forgot his name a lot).

It's Erjolf :wub:

Edited by Muttdog

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Here you go, enjoy!!:

 

questscrolltrans.png

[img=http://img223.imageshack.us/img223/7311/questscrolltrans.png]

Edited by Lukepwnage

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"To start this quest, go north-east of relekka till you reach the icy mountain. Enter the nearby cave, This is best reached by the fairy ring network, using the code D-K-S."

 

 

this should be worded To start this quest, go north-east of Rellekka until you reach the icy mountain. Enter the nearby cave. (If you have done Fairy Tale Part 1 you can use the code DKS to get near the cave.)

 

"He tells you that there is something in the ice which he needs to prove himself through the fremennik trials."

 

should be worded...He tells you there is something in the ice that he needs, in order to prove himself in the Fremennik Trials.

Edited by Tman3993

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Here is a picture of the Muspah/Mahjarrat encased in the ice. This might be helpful for those who would just wish to be able to see what it looked like, or maybe as assistance for describing it to the historian. It's the best I could get with the consistency of the ice that blurred the image.

 

Muspah.png

 

[IMG=http://i445.photobucket.com/albums/qq178/josephgregg/Muspah.png]

Edited by Josephgregg

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You also unlock a music track called "The Muspah's Tomb". :wub:

 

 

you dont have the song called Muspah's Tomb listed under the music you unlock

See anything here?

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You also unlock a music track called "The Muspah's Tomb". :wub:

 

 

you dont have the song called Muspah's Tomb listed under the music you unlock

See anything here?

 

 

sorrrrry didn't see that..

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Could someone make these 2 transparent please. Thanks!

 

21cuo01.png

[IMG=http://i40.tinypic.com/21cuo01.png]

 

8xsm53.png

[IMG=http://i43.tinypic.com/8xsm53.png]

 

Furthermore, a transparent raft picture in inventory would be very much appreciated (cant make my own rafts after quest)

Edited by Spybot

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"He tells you that he might have an idea how to melt the ice around the armor."

Should be 'armour' (This may just be the way non-Americans say it, I'm not sure)

 

"Speak to Erjolf after removing all of the ice and he discovers that it is in fact a frozen monster, not a piece of armor"

Again, 'armour'

 

"a statue was found in the Kharidian Desert which had a remarkable"

"It has spikes which run down its spine"

"that the creature is a Muspah which is a fearsome predator"

In all instances there should be a comma before 'which'

 

"similarity to the creature which you described to him"

change 'which' to 'that'

 

Also, in all instances in which you use compass bearings, the direction should be capitalised e.g. "Northeast" "West stream" etc.

 

Apart from those minor, nitpicky corrections, your guide is very good! :wub:

 

EDIT: Here are those transperancies

knifej.png & sapphire.gif

Edited by Yorick

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"He tells you that he might have an idea how to melt the ice around the armor."

Should be 'armour' (This may just be the way non-Americans say it, I'm not sure)

 

"Speak to Erjolf after removing all of the ice and he discovers that it is in fact a frozen monster, not a piece of armor"

Again, 'armour'

 

"a statue was found in the Kharidian Desert which had a remarkable"

"It has spikes which run down its spine"

"that the creature is a Muspah which is a fearsome predator"

In all instances there should be a comma before 'which'

 

"similarity to the creature which you described to him"

change 'which' to 'that'

 

Also, in all instances in which you use compass bearings, the direction should be capitalised e.g. "Northeast" "West stream" etc.

 

Apart from those minor, nitpicky corrections, your guide is very good! :wub:

 

EDIT: Here are those transperancies

knifej.png & sapphire.gif

 

Im not sure about the compass bearings, e.g. north, south are not capitalized in the game itself, when encountered in texts / directions. Also a lot of sal's quest guides also have them not capitalized, so i think i'll leave it that way. Thanks for the tips though :wub:

Edited by Spybot

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To start this quest, go north-east of relekka till you reach the icy mountain. Enter the nearby cave, This is best reached by the fairy ring network, using the code D-K-S.

relekka till -> rellekka untill

 

Erm - this is still incorrect. The correct spelling is "until".

 

As a point of note, it's not incorrect to drop the first syllable, but if you do it needs an apostrophe - IOW you would say "...go northeast 'til you reach.." However I wouldn't use the contraction there.

 

(If you have done Fairy Tale Part 1 you can use the code DKS to get near the cave.)

 

Sorry, this is inaccurate. Fairy Ring access is obtained partway through Fairy Tale II.

 

Double posting is not nessesary :wub: ~ Spar

 

 

Also - if you're using the Fairy Rings, you can skip going to Al Kharid and through the pass if you like; instead, you can use the code BIQ, which goes to the Kalphite Lair, and run southeast to the statue.

 

Very nice guide! Clear, concise, and appropriate pictures. A few nitpicks & typo corrections:

 

 

What You Need: Shantay pass, Desert robes, Waterskins (can be obtained before entering the desert),

 

I think I'd say "Waterskins or Enchanted Water Tiara" (I used the latter). Also, since you recommend using the Fairy Ring network, perhaps you should add "Dramen or Lunar Staff (if using Fairy Ring network)" to your recommended items?

 

 

He tells you that the Rafts keep missing their target and there are 4 streams that affect their floating direction. You'll have to clear or block some of them to adjust the flow.

 

I think you need to spell out how to block, then clear, the streams, since IIRC Erwhatisname isn't specific and neither is the quest log. Also, this is really nitpicky, but I'd say "block" before "clear" since at the outset all the streams are unblocked.

I'd phrase it something like:

 

"You'll have to block or clear the streams several times to adjust the flow of the water. To block a stream, use your spade on the ice mound next to where the water flows out of the cave; use the spade on the blockage if you want to restore the flow."

 

He gives you one final tip: If you release several Rafts at once, they'll become to rest against each other.

 

Typo bolded; should be "..they'll come to rest.."

 

Speak to the natural historian and ask him if he knows what a yeti looks like and then ask him if he is any good at identifying creatures.

 

Grammatically incorrect - as it stands, it's a run-on combination of two sentences. To be grammatically correct, it should be either:

 

"Speak to the natural historian, ask him if he knows what a yeti looks like, and then ask him if he is any good at.."

 

or:

 

"Speak to the natural historian and ask him if he knows what a yeti looks like; then ask him if he is any good at.."

 

- What color is the creature?

- It's yellow.

 

Extremely minor nitpick, but I believe the game uses the UK spelling - "colour"

 

- Describe the creature's hands.

- Its have pincers, like a crab.

 

Typo/grammar error bolded - should be "It has pincers"

 

....he tells you that a statue was found in the Kharidian Desert, which had a remarkable similarity to the creature that you described to him.

 

Hrm. That reads to me as saying the desert had a remarkable similarity... :wub: May be an idiosyncrasy of my mind (Lord knows I've got plenty of those) but if I were writing that sentence I'd reverse the second and third phrases (and cut it down slightly) to be clear:

 

"....he tells you that a statue, which had a remarkable similarity to the creature you've described to him, was found in the Kharidian Desert."

 

 

You must bring 4 Sapphires, 4 Cosmic and 4 Water runes and bore them into the ice around the creature. You can also mine Uncut Sapphires in the new cave but this means you'll need a Pickaxe and a Chisel.

 

This bit's not very clear; as written, you're saying that the player will need to bore the runes into the ice. You also don't make it clear that Cut Sapphires are required, nor that you need a knife to do the boring. And as someone else mentioned, you might as well recommend bringing all the runes needed . I'd tweak it to say:

 

"You must bring 4 Cut Sapphires, 4 Cosmic Runes, and 4 Water runes. You'll need to use a knife to bore the Sapphires into the ice around the creature, then enchant them using the runes. You can also mine Uncut Sapphires in the new cave but this means you'll need a Pickaxe and a Chisel. It's recommended to bring 8 of each rune to save a bank trip, as you'll need to enchant the sapphires a second time. "

 

Also, as someone else mentioned, I'd

 

 

Cross the floating bridge to the frozen Muspah and bore your sapphires into the ice block. Erjolf comes to claim his trophy but the creature suddenly comes to life. Make sure you pick up your 4 Sapphires as you will need them later on in the quest. After he runs away, talk to the creature.

 

As written, this is saying that the *creature* runs away. I'd neaten up the paragraph by saying something like:

 

"Erjolf comes to claim his trophy but the creature suddenly comes to life, frightening Erjolf away. After he runs away, talk to the creature. Make sure you pick up your 4 Sapphires before you leave, as you will need them later on in the quest.

Edited by Sparhawke

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