The Tale of the Muspah

Walkthrough
(A knife, tinderbox and spade may be obtained from Erjolf by telling him that you need some tools to melt the ice.)
 * To start the quest you must first talk to Erjolf, who can be found on the mountain to the north-east of Rellekka. Fairy ring code D-K-S can be used for quicker access. He is excited about finding a new cave.
 * Follow him as he leads you into the cave.
 * Talk to him again and he'll tell you that he thinks he might have spotted some armour frozen in ice which he thinks will help him to complete The Fremennik Trials.
 * Ask him about his progress with the trials and he'll ask for your help to get the armour from the ice. Offer to help him, and he'll tell you that you need to build a raft by using a knife with the driftwood.

Melting the ice

 * Use the spade on a mound of snow by the cave water exits, to block streams. Set rafts alight to melt the small icicles, around the frozen armour, on all sides.
 * NOTE: It does not matter what order you do these, when you are finished, Erjolf will have you come speak with him.

The research
Once you have melted all the icicles the child will ask you to come talk to him. you will then see a frozen monster inside the ice. After some talk he will then say you have to find an outlander in the Trollweiss hunting area.



This outlander is a natural histories expert. He is up on the platform above the normal birds area. From there, go north all the way, then east, to find the historian. He will, after some conversation, ask you to describe the creature;


 * 1) The monster is yellow,
 * 2) Has four arms,
 * 3) Has no legs (like a snail),
 * 4) Has a spiky head
 * 5) A spikey tail,
 * 6) and crab claws.

Once you have described it for him, he will give you a Lumbridge Teleport tab and will tell you that you must find a statue in the Kharidian desert east of the mining camp, and north of Pollnivneach.


 * The statue is far east of the mining camp along the large eastward bend in the river,a bit south of the brige. It will appear as a sand pile, and you must dig it using the spade you were given earlier.


 * Ali the Wise will appear and talk to you. When he is done talk to him again and ask him about the Muspah. He will say you need 4 cut sapphires, 4 water runes and 4 cosmic runes and a knife.


 * If you ask him if he could take you back to the cave, he will give you a Camelot teletab.


 * Head back to the Muspah cave and mine 4-8 sapphires, then cut with a chisel. The eight sapphire rocks in the cave may only be mined once.


 * Do as Ali the Wise told you to, bore the sapphires onto the ice and enchant the sapphire. Then the ice will melt, revealing the Muspah inside. The same sapphires may be used for freezing and unfreezing later in the quest, so it's possible to keep 4 sapphires at the end of the quest.


 * Erjolf will run away as the Muspah starts to move. Talk to the Muspah to find that he is actually Jhallan, one of the shape-shifting Mahjarrat that accidentally transformed to the Muspah while he dreamed of it in his nightmare, and it consumed much of his energy.


 * Jhallan will ask you to repeat the process, so he could return to his hibernation, only this time he will choose a place safer.

The hibernation

 * Go and find Erjolf, who is just outside the ice chamber. Ask him and he will tell you that the only way to get to the other side of the cave is by canoeing. He will tell you to meet him at the West Trollweiss hunting area, before the snow. Remember to bring a hatchet.


 * Meet him at the Northwest side of the hunting area next to the water. He will point you to the great log that you can carve a canoe from. Press the log and your player will do a bit of "crazy-slashing" on the log, creating a crude canoe.


 * Take the canoe and once you reached, enter the cave that is right in front of you.


 * Go to the centre area to find Jhallan, already weakening, he will ask you to find him a cave that is dark, no water flow, not too warm and not in the middle of a tunnel.


 * The only spot suitable is the furthest south-west cave. Items needed: knife, hatchet, 4 sapphires, 4 water & 4 cosmic runes


 * Before you enchant the Sapphire, you will annoy Jhallan into eventually giving you a fake Muspah tail.


 * Take the canoe back to Erjolf, and you will give him the tail.


 * Congratulations, Quest complete!

Rewards



 * 1 Quest Point
 * 1000 Magic Experience
 * 800 Mining Experience
 * 800 Woodcutting Experience
 * 500 Firemaking Experience
 * 200 Experience lamp from the Natural Historian
 * 4 Sapphires
 * 2 Magic tablets; Camelot and Lumbridge
 * New slayer cave full of Jellies.
 * Ability to speak to Ali the Wise about the Mahjarrat

Music
Music tracks unlocked:
 * The Muspah's Tomb - after entering the tomb
 * Rest for the Weary - after sailing the canoe

Trivia

 * On the day of release, if a player was about to unlock the spoilers, they would get a message saying 'The rewards have been frozen in an ancient block of ice, which can only be melted tomorrow.'
 * Mining the sapphire rocks gives no mining experience. There are 8 mining spots in the south end of the cave. Any cut sapphires will work for the quest.
 * Although unnamed at the first part of the quest, the race Ali the Wise speaks of is the Mahjarrat.
 * If you use Quickchat, and say "I am doing quest.." You can say "I am doing quest Mysteries of the Mahjarrat", this was probably the quest's working title, since The Tale of the Muspah isn't in the list...
 * The "trials" that Erjolf must pass are a reference to the "Fremennik Trials."
 * After the quest while telling Ali the Wise about what you've learned from the Majharrat, Jagex spells the name Majharrat with an extra 'R' by mistake.
 * If you have completed The Fremennik Trials before doing the quest, Erjolf will comment on your achievement and address you with your Fremennik name.
 * The Fairy ring network is very useful for this quest. Ring DKS is right next to the cave entrance where the quest starts and also gives easy access to the Trollweiss Hunter Area. Rings BIQ and DLQ go to the Kharidian Desert and are moderately close to where the statue can be found. After the quest, ring DLQ can be used to get to Nardah to talk to Ali the Wise.
 * There are atleast two typos during this quest; When you dig out the creature statue and mention you found a creature like it to Ali the Wise, your character will say "Well it's rather a STANGE story", instead of "strange". The other typo is when you ask "what happened?" and Jhallan says "Yes, I was also taken by SUPRISE by that", instead of "surprise".
 * Currently does NOT give Kudos at the Varrock Museum.
 * Interestingly rafts appear as NPC's on the minimap!
 * When Erjolf is showing the player how to create the fire rafts, if the player right clicks on him it will say 'Erjolf - Level 1' But it will not do this at any other time.
 * When leaving the final cave, the exit has a ladder on the minimap, instead of a red line as usual for cave openings.