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The Tale of the Muspah

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This quest has a quick guide, found here, which briefly summarises the steps needed to complete the quest.
The Tale of the Muspah (#149)
The Tale of the Muspah
Release date 21 April 2009 (Update)
Members only? Yes
Voice acted? No
Official difficulty Novice
Official length Medium
Quest series Mysteries of the Mahjarrat
Fremennik
Developer(s) Rod C
Age Fifth Age
[view] [talk]

The Tale of the Muspah is a novice quest that starts the Mysteries of the Mahjarrat quest series. It also sees the first appearance of Ali the Wise, the series' main protagonist. Additionally, players learn about the Mahjarrat Ritual of Rejuvenation for the first time in this quest.

Official descriptionEdit

Experienced adventurers will be familiar with the Fremennik rite of passage, and the difficulties it presents. It's little wonder, then, that Fremennik children are always on the lookout for an easier path to adulthood, and Erjolf is no exception.

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.

Walkthrough Edit

Start point Quest map icon
The Tale of the Muspah icon
Talk to Erjolf, who can be found north-east of Rellekka, at a cave entrance halfway up the snow-covered mountain path
Member requirement P2P icon
Official difficulty Novice Novice
Length Medium (30-45 minutes)
Requirements

Recommended:

  • 20 Crafting-icon Crafting (to cut the mined sapphires)
Items required Items from the toolbelt are not listed unless they do not work or are not automatically added.

Recommended:

Enemies to defeat None

How to Become a FremennikEdit

Erjolf chathead

To start, speak to the young Fremennik child named Erjolf, who can be found on the icy mountain north-east of Rellekka. Fairy ring code d•k•s or the lodestone can be used for quicker access.

Erjolf is excited about a finding he has discovered in the nearby cave. After some beating around the bush, he agrees to lead you there, as long as you vow to never reveal what it is. Agree and follow him into the cave.

Click on the flat rock near Erjolf to cross the river and head deeper inside the cave. Talk to him again and he'll tell you that he thinks he might have spotted a probably-ancient armour, frozen in the ice at the center of the pool, which he thinks he can use to complete his Fremennik Trials.

SublimationEdit

You may mine the eight sapphire rocks found in the cave, albeit only once. You will need these for later in the quest.

Ask him about his progress with the trials and he'll ask for your help to retrieve the armour from the ice. Offer to help him, and he'll tell you that you need to build fire rafts to melt the ice, derived from an old Fremennik tradition, using driftwood and basic tools.

Obtain some driftwood from the nearby pile, and create at least 14 fire rafts, one from each set of driftwood. You can walk around the cave by jumping on the flat rocks. You can dig on a mound of snow by each water exit to block or unblock the respective streams.

Side of ice to melt Streams Notes
East Blocked: West and East

Unblocked: South

You have to set 5 rafts alight quickly from the northern shore of the pool. Light them from a spot such that when they float south, they end up across the east side of the frozen armour and are blocked from leaving the cave by a rock.
East raft
AMap1
North Blocked: West and East

Unblocked: South

You have to set 3 rafts alight from the northern shore of the pool. Light them on 3 spots that, when they float south, they end up on the north side of the frozen armour.
North raft
AMap2
South Blocked: East and South

Unblocked: West

You have to set 4 rafts quickly alight from the southeast edge of the pool. Light them on a spot that, when they float west, they end up across the south side of the frozen armour.
South raft
AMap3
West Blocked: West and South

Unblocked: East

You have to set 2 rafts alight from the western edges of the pool. Light them on 2 spots that, when they float east, they end up on the west side of the frozen armour.
West raft
AMap4

MythbustersEdit

Once you have melted all the icicles, Erjolf will ask you to come and talk to him. A cutscene ensues, where you see a monster inside the block of ice. Erjolf instantly notices that the ice around the monster hasn't melted, even by the fire rafts, and deduces that help might be needed.

Monsterinice

The monster in the ice.

He'll tell you to find a natural historian in the Trollweiss Hunter area and ask him about the monster; you'll then be given the option to examine the monster to accurately describe it to the historian. Make sure you examine, otherwise you won't be able to progress with the quest.

Exit the cave and go north to the hunting area, past the sabre-toothed kyatts. Take the steps leading onto the platform and walk north-east until you see the historian. After some conversing, he will ask you about the creature's features. The information needed is:

  1. It's yellow.
  2. It has four arms.
  3. It has no legs, like a snail.
  4. It has spikes, which run down its spine.
  5. It has a spiky tail, with vicious spines.
  6. It has pincers, like a crab.

Looking at this depiction, he becomes shocked, saying that this is a mythical creature and that a statue of a similar construct was found in the Kharidian desert, east of the Desert Mining Camp. The historian gives you a Lumbridge teleport tab for cutting down on travel time.

Terror of the MindEdit

Sand Pile Location

The location of the statue.

The fastest way to get there is to use the slayer ring teleport to Pollnivneach and walk north. If you don't have one, you can take the magic carpet from Shantay Pass to Pollnivneach, and then run north. The statue is along the meandering river, and is covered under a sand pile.

Once the statue is revealed, Ali the Wise will appear and seems shocked at your discovery. When he is done, talk to him again and ask him about the creature, and he'll tell you that it is a fabled race, going by the name of muspah. Although they are generally always spoken of in folk tales, their creators were powerful mages, and Ali is suspicious of magical activity in the ice.

Fortunately, he knows of a special method to melt it - you will need 4 cut sapphires, 4 water runes and 4 cosmic runes. He instructs you to fix the gems into the ice and enchant each one of them, diverting the magic into the gems instead. If you ask him for help to go back to the cave, he will hand you a Camelot teleport tab.

The MahjarratEdit

Muspah melting

The ice around the Muspah is melting.

Head back to the Muspah cave and mine the sapphires near the entrance, if you haven't already. Cross the wooden raft bridge, insert the cut sapphires into the ice block, and enchant them (use the "bore-sapphires" and "enchant-sapphires" options to do them).

Muspah transform

The Muspah transforms!

The ice will melt, revealing the muspah inside; Erjolf will run away as the muspah starts to move. Talk to the muspah to find out that he is actually Jhallan, one of the shape-shifting Mahjarrat.

Mahjarrat have the ability to transform into another shape of being, and Jhallan has accidentally morphed into a muspah while he dreamed of it in his nightmare, expending a lot of energy in the process and making him weak.

He explains that he was hibernating in ice for the Ritual of Rejuvenation, a ceremony where one of their kin is sacrificed to restore themselves to their former glory. Alas, Jhallan is still too weak to protect himself, and asks you to reverse the process, so he may return to slumber; only this time he wants to choose a safer place, while still being under the ritual site.

Back to the FutureEdit

Canoe boat ride

The canoe ride route.

Go and find Erjolf just outside the ice chamber. Ask him about reaching the ritual caves and he'll tell you that the only way to get to there is by water. He will tell you to meet him at the west coast of the Rellekka Hunter area.

Meet him at the rendezvous point and he'll point you to a log that you can carve a boat from. Craft a crude canoe and use it to travel to the Mahjarrat Ritual Site Cavern.

Newspot

Jhallan's new resting spot, with sapphires bored in.

Go to the heart of the cave to find Jhallan. Already weakening, he will ask you to find him a dark corner, with no water flow, not too warm, and not in the middle of a tunnel. He will not follow you if you have a familiar summoned.

The only spot suitable is the south-westernmost end of the cave. To get there, head south-east to a 3-way junction, then west all the way to the end of the tunnel where you will reach a T-junction, and finally south to find the spot where Jhallan can hibernate.

Speak with Jhallan and bore the sapphires around him, then enchant the sapphires. Before Jhallan goes into hibernation, you will blackmail Jhallan into giving you a fake muspah tail, as a souvenir for Erjolf. Jhallan will then be finally entombed in the ice, going to rest for the ritual.

Take the canoe back to Erjolf and you give him the tail to complete the quest.

RewardsEdit

The Tale of the Muspah reward

Music unlocked Edit

Required for completingEdit

Completion of The Tale of the Muspah is required for the following:

GalleryEdit

TranscriptEdit

TriviaEdit

  • The title of the quest is a play on the word 'tale' as you learn about the history of the Muspah, while you also give Erjolf an actual tail of the Muspah.
  • 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.
  • Near the release date, if you used Quick Chat, and said "I am doing quest.." You could say "I am doing quest Mysteries of the Mahjarrat" - this was the quest's working title. This quest and multiple others in the series were originally intended (as can be read in a development diary) to be a multi-part quest like Recipe for Disaster, but this was changed because the parts were too different.

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