Myths of the White Lands

Talk to Explorer Jack

 * Start by talking to Explorer Jack in Lumbridge (where the start of the Lumbridge Tasks is), just west of the General Store.


 * Ask him how to get to the Land of Snow, the phrase 'Ectosum Glissendo' will be seen (this is the same for everyone).


 * Head over to the Wizard's Tower (fairy ring code DIS) and talk to Isidor. He can be found in the lower level of the Wizard's Tower (near Sedridor).


 * Speak to him and he will teleport the player to the Land of Snow.

Note: Players are not allowed to teleport with their own snow imp.

Icy Maze Caves of Extreme Slipperiness
Note: Players are also able to move diagonally on ice.

Note: This guide does NOT work for everyone, some people have encountered puzzle rooms in a different order.

Note: If the puzzle is too difficult to solve, either teleport out and then come back or log out (this will allow to begin from the entrance of the room) and start over.

Note: Crafting 2,000 experience bonus for clearing wall cave maze room. (30 crafting needed, bring hammer and chisel)

Note: Agility 10,000 experience bonus for climbing roots in a cave maze room. (55 agility, and membership needed)

Note: Woodcutting 20,000 experience bonus for clearing wall next to final entrance (on platform) before final cave maze room. (80 woodcutting needed, bring hatchet)

Entrance

 * To get to the caves, an 'Ice game' will need to be played. The player will slide around and only stop when an obstacle is reached. To get to the cave from the start, directions are as follows:
 * South
 * East
 * North
 * East

Another faster route is:
 * West
 * South-East
 * East



First Cavern

 * East
 * North
 * West
 * South
 * East
 * South
 * East

Alternate faster route:
 * East
 * North-West
 * East
 * South-West
 * East

Second Cavern (Crafting cavern)

 * When the next cave is entered, this will be puzzle room 2. This can be solved by the following steps;.Note: In this room, the etching needed to be cleared to gain 2,000 Crafting experience is on the ramp. Players will need a crafting level of thirty and a hammer and chisel to gather stalagmites on cave wall.
 * To move diagonally, carefully click diagonally from your character. A top down view makes this easier.
 * East


 * North
 * West
 * South
 * East
 * South
 * East (get the Crafting XP)
 * West
 * West
 * North
 * South-East
 * South-West
 * East


 * North
 * East

Third Cavern

 * When you pass through the cave, this will be the third puzzle room;
 * North
 * South-east
 * North
 * East
 * South (onto platform)
 * East

An alternate route is:
 * North
 * East
 * South
 * West
 * North
 * East
 * South (onto platform)
 * East

Fourth Cavern (Agility Cavern)

 * After this, the player will enter a fourth cave room. Following this, it is easy (it is possible to climb the roots onto the risen platform if you are a member and study the wall for 10,000 agility experience; Players will need Level 55 Agility to do so);


 * North-East
 * North
 * East
 * North
 * South-East
 * South-West
 * East to go to next room, if not, skip and continue below
 * South
 * East
 * South
 * West
 * Climb vine for Agility XP, Study Wall and climb back down
 * East
 * North
 * West
 * North
 * South-East
 * North-East
 * South
 * East

Fifth Cavern

 * North


 * East


 * South


 * East


 * North


 * East


 * Squeeze through the crevice and head east across the walkway and squeeze through the crevice on the other side. (Doesn't work)

Sixth Cavern
 * For the sixth puzzle room the first objective is to move east and enter the next room. A Yeti inside screams and the sound pushes you back to the starting point in the sixth room. Now, push the two blocks into the niches in the ledge along the north wall. (The blocks cannot be moved before the yeti's scream loosens them. If the player just keeps re-entering the yeti's room without putting the blocks in place, from the third consecutive try, players are prompted to push the blocks in room 6.) One solution to the room is this:


 * East (exits room to next; yeti's scream pushes the player back to the starting point)
 * South-east
 * East
 * South
 * Push Block West
 * South
 * North-west
 * Push Block North
 * North
 * West
 * North-east


 * Push Block East
 * East
 * South
 * East
 * Push Block North (block is now in place)
 * West
 * South
 * South
 * East
 * North
 * Push Block East
 * East
 * South
 * East
 * Push Block North
 * North


 * East
 * North
 * Push Block West
 * South
 * West
 * Push Block North
 * North-east (or North and then East [optional])
 * North
 * Push Block West
 * South
 * West
 * North
 * West
 * North-west
 * Push Block North (block is now in place)
 * West
 * South


 * Players will end up at your starting point in the sixth room. Then exit back to the fifth room. (If you try to enter the seventh room directly, the Yeti there will still scream and force you back.)

Seventh Cavern (and Woodcutting Cavern)

 * After pushing the two snow blocks into place in the sixth room, make your way back into the fifth room and go to the crevice (North, West, North, East). Go through the crevice, and enter the sixth room on an ice platform along the northern edge. The two blocks you pushed into place close gaps that you could not cross. Go east across the platform to the crevice in the eastern wall. South of the crevice are roots that can be cleared with a hatchet at level 80 Woodcutting and studied to gain 20,000 woodcutting experience. Squeeze through the eastern crevice into the seventh room. Players will be on an ice platform north-west of the yeti.
 * Study the nearby wall. The option on the pipe, which is on the railing of the ledge, should now say 'shout-in'. Click this to shout down the pipe. The yeti should faint.
 * Squeeze back through both crevices and go back to the final room (west, south-east, east). Simply walk east into the yeti room. Pick up the stones.
 * Backtrack through all of the caves, or alternatively, right click and select 'Exit-cave' on archway in the previous room.

Meeting 3 Funny Ice Imps
Do not teleport until the imps transform the stones!


 * Let the imps enchant the "riches" (now revealed to be extremely stinky yeti dung). It will turn into enchanted stones.
 * Either Home Teleport or do the following to go back to the Wizard's Tower:
 * West
 * West
 * North-East
 * West
 * North
 * East and use the portal out


 * Head back to Explorer Jack
 * Choose "Carry on with the imps prank" or "Tell the truth about what the stones are". Both choices will yield the same results, eventually; they only affect how the conversation will continue.

Quest Complete!
If players go back to Explorer Jack after 5 minutes or so (or after logging out), he will give you 5000 coins: your share of the money from selling the yeti dung to a witch. He also says he's been to the cave and "Sliding is great fun. You should go back there sometime."

While the directions explained above are the simplest ways of navigating the caves, you can often move diagonally, which opens up a lot of path choices, making it much easier.

Music

 * Cavernous Mythology
 * Winter Funfare

Reward

 * 1 or 2 Quest Points, depending on whether you finished Sheep Shearer/Witch's Potion before their removal.
 * Antique lamp (500 exp)
 * 5,000 coins (if you talk to Jack after logging out or speaking to Explorer Jack later on)
 * Access to Land of Snow

Extra Rewards:
 * 2,000 Experience (if minimum level of 30 Crafting is fulfilled)
 * 10,000 Experience (if minimum level of 55 Agility is fulfilled)
 * 20,000 Experience (if minimum level of 80 Woodcutting is fulfilled)

Trivia

 * Upon the completion of this quest, one's Adventurer's Log will read: "The imps had been playing a prank on Explorer Jack all along! That should teach him a smelly lesson!"


 * On the day the quest was released the spoilers read: The rewards are kept in an icy room, and we still haven't figured out how to get across it unscathed.


 * During the 2008 Christmas Event, you could ask one of the Head Snow Imps to Teleport you to the Land of Snow as opposed to Isidor.


 * You can only walk diagonally on certain tiles.
 * When the quest first came out it was marked as a members quest, though you could still do it as a non member. It was later changed to be viewed as a freeplay quest in the quest log, as originally intended.
 * Upon the releases of Task System, completing the quest has become one of the tasks for Lumbridge/Draynor.