Tale of the Muspah, TheEdit This Entity
| Reward - 1 Quest Point |
Start Point
North-east Rellekka at a cave on a snow-covered mountain. Members Only |
Difficulty:![]() Length: ![]() |
Requirements
Skill: 6 Firemaking, 8 Mining, 10 Magic, 10 Woodcutting.
Item: 4 cut Sapphires (or a Pickaxe & Chisel), Tinderbox, Spade, Knife, Hatchet, 8 Cosmic runes, 8 Water runes, 205gp.
Recommendations
Skill: 20 Crafting.
Item: Weight reducing items (Spotted/Spottier cape, Boots of Lightness, Penance gloves, Wicked hood/robes), Dramen/Lunar staff (Use Fairy Rings DKS and BIQ), Amulet of Glory or Ring of Duelling, Waterskin (filled).
Join him in his quest for a trophy, unravel the puzzling story of a curious corpse, and discover dark secrets of one of the most fearsome races to ever walk Gielinor.
Part 1:
The Frozen Cave
Step 1
Speak to Erjolf.
Agree to keep the secret.
Cross the river using the flat rock.
Speak to Erjolf.
Items needed: Spade, Knife, Tinderbox
Begin the quest by speaking with Erjolf who resides on the snowy mountains east of Rellekka. A quick way to get here is by using the code DKS on the Fairy Rings. Erjolf will tell you that he's found something in the cave and requests that you keep it a secret. Agree and he'll take you inside the cave.
Use the flat rock near you to hop across the river. Follow Erjolf into the cave opening nearby. Speak with him when you arrive inside and he'll tell you that there's something frozen in the ice. After chatting with him a bit more he has an idea to melt the ice: placing a raft next to the ice and setting it ablaze. Erjolf will then instruct you how to make a raft and how to tell where the currents are in the water that surrounds the ice.
Step 2
Follow the steps to melt the ice in the middle of the cave
Speak to Erjolf.
Look at the ice creature.
North Side
Gather four pieces of driftwood from the pile nearby and go towards the west stream. Use your spade on the ice mound to block off the water (Picture). Hop across the rocks nearby and make your way towards the east stream now. Use your spade on the ice mound again and go to the north stream. Set up four burning rafts (using a knife on the driftwood) on the northern water edge so that they align with the ice. They will then drift forward and melt the ice (Picture).
West Side
Round up four more pieces of driftwood and block off the exits of the west and south side this time. Make sure that the east is unblocked. Set up burning rafts on both sides of the river and make sure they align with the icicles. This should melt all of them on the west side.
South Side
Obtain five more pieces of driftwood and block off the south and east streams with ice. Make sure to leave the west side unblocked. Stand towards the end of the east stream and let five rafts go. They will all float next to each other and cause the ice to melt (Picture).
East Side
Obtain four final pieces of driftwood and block off the west and east stream. Don't forget to unblock the southern one. Go towards the end of the north stream and let off five rafts so they stack on the rock (Picture). This will cause the final area of the ice to melt.
Speak with Erjolf and he'll comment on how that the thing inside the ice seems to be a monster. He suggests that you speak to a Natural historian that's in the area to see if it can be unfrozen. Take a look at the creature in the ice before you go so that you can describe it to the historian.
Part 2:
The Muspah
Step 3
Head to the Trollweiss Hunter Area.
Go up the northern stairs and head east.
Speak to the Natural historian.
Give him a description of the creature (opposite).
Head to Pollniveach.
Run north-east.
Dig at the statue nearby.
Items needed: Spade, 200GP
Exit the cave and head to the Trollweiss Hunter Area that's just north of the mountain. Ascend the stairs to the very north and go east. Speak with the Natural historian (Picture). Ask him about identifying creatures and he'll ask you to answer a few questions. Tell him that the creature was yellow, had four arms, no legs, a spiky head and tail, and finally that it had crab-like claws (Picture). The historian will tell you that he recalls seeing a statue similar to that in the Kharidian Desert, so head there.
Go to the Shantay Pass and take a carpet ride to Pollnivneach. (Or run south-east from fairy ring BIQ.) Run north-east and there will be a giant sand pile next to the river (Picture). Dig at it to uncover the statue and Ali the Wise will appear. Ali explains that this creature is called Muspah and that it doesn't actually it exist. He says that it's just a myth created by another race. Ali will then tell you that to clear the ice you must cast four level-1 enchant spells on four cut sapphires around the ice.
Step 4
Return to the cave.
Mine four sapphires from the gem rocks.
Cut the sapphires.
Walk to the statue over the floating bridge.
Attach sapphires to each side of the ice block.
Enchant them.
Take sapphires and speak to the Muspah.
Speak with Erjolf.
Speak to Erjolf in the Hunter Area.
Use the canoe.
Items needed: Pickaxe, 4 Sapphires, 4 Cosmic Runes, 4 Water Runes, Hatchet, Chisel
Head back to the cave and mine four sapphires from the gem rocks nearby (Picture). Cut all the sapphires and then cross the floating bridge to get to the statue. Place a sapphire on each side of the ice block and then click bore on him to enchant them. This will cause the block to melt. Pick up the sapphires and speak with Muspah. Muspah actually turns out to be a Mahjarrat called Jhallan (Picture). He says that he must of accidentally transformed into it while slumbering and was doing this to slumber for the Ritual of rejuvenation. Finally, he asks that you meet him deeper in the cave and put him back in the slumbering state.
Go outside the cave and speak with Erjolf. Ask him how to get deeper inside the cave and he'll suggest to meet you at the west coast of the Trollweiss Hunter Area. Speak to him there and he'll have a log prepared for you. Use your hatchet on it to create a canoe (Picture). Travel on the canoe and enter the cavern nearby.
Part 3:
Hibernation
Step 5
Speak to Jhallan.
Set up four sapphires around him and enchant him.
Take the canoe back.
Give Erjolf the tail.
Items needed: Knife, 4 Sapphires, 4 Cosmic Runes, 4 Water Runes
Speak with Jhallan towards the south and he'll request that you find a place that's cold, has no light, and isn't a tunnel. Follow the tunnels until you arrive at the most south-west tunnel; he'll say it's perfect (Picture). Set up four sapphires around him and then cast the level-1 enchant spell on all of them. Jhallan will then give you a Muspah tail as a trophy to give to Erjolf. Your character will then complete the spell and he will return back to his hibernation.
Exit the cave and take the canoe back to the Trollweiss Hunter Area. Give Erjolf the Muspah tail and the quest will be completed.

A: He will give you an antique lamp that gives 200 XP in any skill above level 10.
A: He will tell you information about various Mahjarrat you've encountered throughout your adventures.
A: No, your only reward is the antique lamp.


Start Point


Tale of the Muspah Quest: