I noticed that you guys didn't have a guide for the new quest, so I decided that I would help contribute. The Tale of the Muspah [hide=ITEMS]NEED: Bring a knife, spade, tinderbox, desert clothes, waterskins, means to enter the desert (ie. Shantay pass, Slayer ring, Fairy ring), 8 cut sapphires, 8 cosmic runes, 8 water runes SUGGESTED: There is a lot of running involved in the quest. Bring energy potions, a terrorbird, and any weight reducing equipment. You should bring everything you need (and the suggested) before you start the quest so that you don't have to go back to the bank often.[/hide] THE QUEST [hide=Parts 1-4]1. Begin the quest by agree'ing to keep Erjolf's secret. You will now enter a large cavern. 2. Once inside, you'll see that you and Erjolf are seperated by a small stream. Jump off the Flat Rock to get to him. 3. Enter the cave opening that Erjolf goes through, and talk to him when he's near the pool. He will tell you about something [bleep]ey in the large block of ice that you'll see. 4. Ask him about his Fremennik Trials, and then offer your help. Finally, once your ready, tell Erjolf that you're ready to melt the ice.[/hide] [hide=Solving the Puzzle]> 1 : Block the East and West streams. Go the North side of the ice block, and launch 4 rafts southward towards the ice block. > 2 : Unblock the East stream, and block the South Stream. Go to the South-West platform, and launce 1 raft eastward towards the ice block. > 3 : Now, walk towards the western stream (currently blocked) and launch another raft while facing northward. The raft should drift eastward towards the middle of the ice block. > 4 : Go to the North-West platform, and launch another raft in the middle of the western stream, but this time you need to be facing southward. > 5 : Block the East and West streams, and unblock the South stream. Go to the North-West Platform, and walk 1 space to the right of the ice block. Launch 4 rafts in the same spot, and let them pile up against a rock. This should melt all the ice on the east side of the block! > 6 : Block the South Stream, and unblock the West Stream. Go to the South-East platform, and launch 4 rafts in the same spot in order to pile them up against another rock. This should melt the rest of the south side of the block! [/hide] [hide=Parts 5-7]5. Return to Erjolf and talk to him. Ask him "What should we do now?" He will ask you to talk to a historian in the Trollweiss Hunter Area. 6. Take a look at the creature, and try to jot down its features or remember them. 7. Find the Natural Historian who is in the north-eastern part of the hunting area north of the caves . Ask him if he knows what Yeti's look like. Then, ask him if he's good at identifying creatures. If you're ready, tell him that "Okay, I can start describing it now."[/hide] [hide=Describing the Creature]> 1 : "To start with, what colour is the creature? Choose "It's yellow." > 2 : "Okay, and how many arms does it have?" Choose "It has four arms." > 3 : "Okay, how many legs does it have?" Choose "It has no legs, like a snail." > 4 : "Tell me about its head." Choose "It has [bleep]es, which runs down its spine." > 5 : "Now could you describe its tail, please?" Choose "It has a [bleep]y tail, with vicious spines." > 6 : "We're nearly there, just one more question. Tell me what its hands are like please." Choose "It has pincers, like a crab."[/hide] [hide=Parts 8-16]8. Once you successfully describe the creature, the Natural Historian will tell you what he think it is, but he is puzzled as well. Ask "Where can I find out more about this creature?" He will tell you about a statue that is probably east of the Desert Mining Camp. He will help you by giving you a Lumbridge teletab. Use the teletab. 9. Now, you must find a means to enter the desert. (ie. Shantay pass, Slayer ring, Fairy ring) Once you've entered the desert, run east of the camp until you reach the river. You'll find a large Sand Pile. Left-click it or choose the "Dig-sand" option. Ali the Wise will appear. 10. Talk to Ali the Wise. Tell him "I've found a creature just like this statue." Afterwards, ask him "Why do you think the creature I've found is a myth?" Continue onward and ask "If the Muspah is a myth, how could I have found it?" Finally, ask "How can I clear the ice from around the Muspah?" Ali the Wise will now tell you to take 4 sapphires, 4 cosmic runes, and 4 water runes to the Muspah. (You can mine the rocks in Muspah's cave which will then give you sapphires.) You need to enchant the sapphires and bore them with a knife into the ice containing the Muspah. Now you can ask "Can you help me get back to the Muspah's cave?" and he will give you a Camelot teletab. Use it. 11. Once you have everything you need, (Recap: 4 cosmic runes, 4 water runes, and either 4 cut sapphires or a pickaxe and a chisel) return to Muspah's cave. Talk to Erjolf and he will tell you that he has built a bridge so that you can reach the frozen Muspah. Cross the bridge and click on the ice block to bore in the sapphires. Afterwards, click on the ice block again to enchant it. The frozen Muspah is now unfrozen! Erjolf will attempt to cut its head off when all of a sudden the Muspah bursts back to life. Erjolf will run away and you will be able to now talk to the Muspah. 12. Talk to the Muspah. He will eventually transform into Jhallan, a skeleton! Eventually, ask him "What were you doing in the ice?" He will inform you about a ritual. Ask him "Tell me about the rejuvenation trial." He will talk about himself and will reveal some of RuneScape's history that he has seen to you. Continue asking by choosing the "So what do you need now?" option. He will ask for your help to find the Ritual site, and you also need an addition 4 cut sapphires, 4 cosmic runes, and 4 water runes to freeze him this time. You can pick up the sapphires you used earlier; they should be on the ground around Jhallan. 13. Leave the cave, and you'll find Erjolf outside. Talk to him and he will tell you how to get around the coast via canoe and what to bring. Once you have everything you need, (Recap: 4 cosmic runes, 4 water runes, 4 cut sapphires, and a hatchet) meet him at the "west coast on the Trollweiss Hunter Area, near where all the land turns to snow." (This shouldn't be too hard to find.) 14. Talk to Erjolf and then make the canoe. Travel in it and enter the cavern that is only north-east of you. 15. Talk to Jhallan and ask him to follow you. Take him to the very south-west part of the caves. Ask him if the place is peaceful enough, and he should agree. Now, bore the sapphires around him by clicking on him and choosing the "Bore-sapphires" option. Once the sapphires are in the ground, enchant them. Before you enchant them, you will bother Jhallan about the trophy that Erjolf wants, and he will conjure one for you. After finishing up the enchanting, return to Erjolf by taking your canoe. 16. Talk to Erjolf. You have finished the quest! WAIT! There are more rewards! Return to the natural historian to recieve an Antique Lamp. [/hide] [hide=THE REWARDS]Music Unlocked: The Muspah's Tomb Rest for the Weary After Completion: 1 Quest Point 1,000 Magic XP 800 Mining XP 800 Woodcutting XP 500 Firemaking XP After talking to the natural historian: An Antique Lamp (Grants 200 XP to any skill)[/hide] [hide=Tips and Tricks]> You can bring a pickaxe and a chisel instead of 4 cut sapphires. You can mine the rocks in Muspah's cave and then, with 20 crafting, cut the sapphires. > After releasing the Muspah, you can pick up your sapphires and use them again![/hide] I hope this proves to be useful. :) Edit: 4-22-09 I seperated a step, and now steps "8-15" are "8-16". I also added some more pictures. I editted in Mel_Kazul's comment and a picture to follow 4-23-09 I added a Tips and Tricks section talking about the sapphires.