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Guide for "The Tale of Muspah"

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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.

 

Dungeon.png

 

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.

 

0-BeforePuzzle.png

 

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.

 

1-1.png

 

> 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.

 

2-1.png

 

> 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.

 

3-1.png

 

> 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.

 

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> 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!

 

5-1.png

 

> 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!

 

6-1.png[/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.

 

SandPile.png

 

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.

 

AlitheWise.png

 

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.

 

TheBridge.png

 

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.

 

JhallansApperance.png

 

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.)

 

Canoe.png

 

14. Talk to Erjolf and then make the canoe. Travel in it and enter the cavern that is only north-east of you.

 

Traveling.png

 

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.

 

Rejuvenation.png

 

16. Talk to Erjolf. You have finished the quest! WAIT! There are more rewards! Return to the natural historian to recieve an Antique Lamp.

 

Also after you complete the quest you can visit Ali the Wise at his house at the north end of Nardah. There you can tell him of all the different adventures you have had that involved the Mahjarrat. He does not give you any reward.

 

AlisHouse.png[/hide]

 

[hide=THE REWARDS]Music Unlocked:

 

The Muspah's Tomb

 

Rest for the Weary

 

QuestFinished.png

 

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.

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Also

 

[hide=]Also after you complete the quest you can visit Ali the Wise at his house at the north end of Nardah. There you can tell him of all the different adventures you have had that involved the Mahjarrat. He does not give you any reward.[/hide]

Mel_Kazul.png
  • Author
Also

 

[hide=]Also after you complete the quest you can visit Ali the Wise at his house at the north end of Nardah. There you can tell him of all the different adventures you have had that involved the Mahjarrat. He does not give you any reward.[/hide]

 

 

 

Yes, here is where you can find him after completing the quest:

 

AlisHouse.png

 

 

 

I'm not exactly sure what the information you give him will be used for, but it could possibly be for a quest in the mere future. :)

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Sir_Sibz.png

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Don't know if this should actually go here or in a new thread, but oh well....

 

 

 

In the guide now posted in the main quest section of the site, it says to go east from the south wall of the desert mining camp... Doing this runs you just north of Pollnivneach. While doing this quest, I found that it should be run east from the North wall of the mining camp out onto the hump out into the River Elid north of Polly.

  • Author
Don't know if this should actually go here or in a new thread, but oh well....

 

 

 

In the guide now posted in the main quest section of the site, it says to go east from the south wall of the desert mining camp... Doing this runs you just north of Pollnivneach. While doing this quest, I found that it should be run east from the North wall of the mining camp out onto the hump out into the Rivil Elid north of Polly.

 

 

 

 

that should probably be in a new thread. not sure.

 

 

 

 

 

 

 

[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[/hide]

 

 

 

 

you only need 4 each of sapphires, cosmics, and water runes...you just have to make sure you bore the gems into the ice before you enchant them. While the official guide does say only 4 sapphires, it also says 8 of each type of runes.

 

 

 

I know that you only really need 4 sapphires, (if you pick up the 4 off of the ground after releasing the "Muspah") but I'm certain that you need 8 cosmic runes and 8 water runes.

 

 

 

you just have to make sure you bore the gems into the ice before you enchant them.

 

 

 

after you bore the gems into the ice, you use the 4 cosmic and water runes. You still need 4 more for putting Jhallan back into his hibernation state, unless you have pictures or something to prove otherwise. :?

Sir_Sibz.png

Sir_Sibz.png

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Great guide, the images are also good :)

 

 

 

I have to say you don't always need the water skins to stop your thirst in the desert. Some people may also want to use the enchanted water tiara, which you get the ability to make after completing the 'Dealing With Scabaras' quest. It is made by using water runes with a Water Tiara. Link provided below from the tip.it's item database.

 

 

 

http://www.tip.it/runescape/index.php?rs2item_id=7323

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