The only spot suitable is the south-westernmost end of the cave. To start, speak to the young Fremennik child named Erjolf is excited about a finding he has discovered in the nearby Click on the flat rock near Erjolf to cross the river and head deeper inside the cave. He tells you that the creature is a Muspah, which is a fearsome predator, combined of various creatures. Erjolf instantly notices that the ice around the monster hasn't melted, even by the fire rafts, and deduces that help might be needed. Offer to help him, and he'll tell you that you need to build Obtain some driftwood from the nearby pile, and create at least 14 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. After some beating around the bush, he agrees to lead you there, as long as you vow to never reveal what it is. He will not follow you if you have a familiar summoned. Talk to hi… Bring up the topic of clearing the ice from around the Muspah. Fairy ring code dksor the lodestone can be used for quicker access. He explains that he was hibernating in ice for the Make sure to pick the 4 cut sapphires you just used, or you'll have to mine new ones! 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. The only spot suitable is the south-westernmost end of the cave. The ice will melt, revealing the muspah inside; Erjolf will run away as the muspah starts to move. It also sees the first appearance of Ali the Wise, the series' main protagonist. Cross the bridge and bore the Sapphires into the ice.

It's little wonder, then, that Fremennik children are always on the lookout for an easier path to adulthood, and Erjolf is no exception. Speak with Jhallan and bore the sapphires around him, then enchant the sapphires. Later, the adventurer found a statue of a muspah buried in the Khardian desert and shortly met Ali the Wise, an expert on Mahjarrat mythology. Craft a crude canoe and use it to travel to the Go to the heart of the cave to find Jhallan. Use a sapphire on the ice block to automatically set up all four. The ice will melt, revealing the muspah inside; Erjolf will run away as the muspah starts to move. If you ask him for help to reach the Muspah cave, he will give you a Camelot teleport tablet.

Before Jhallan goes into hibernation, you will blackmail Jhallan into giving you a fake Take the canoe back to Erjolf and you give him the tail to complete the quest. Before Jhallan goes into hibernation, you will blackmail Jhallan into giving you a fake Take the canoe back to Erjolf and you give him the tail to complete the quest. Agree and follow him into the cave. Head back to the block of ice in Muspah cave. Once in the city, head north following the river. Exit the cave and go north to the hunting area, past the 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 Fortunately, he knows of a special method to melt it - you will need 4 cut Head back to the Muspah cave and mine the sapphires near the entrance, if you haven't already. Talk to the muspah to find out that he is actually 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. From the RuneScape Wiki, the wiki for all things RuneScapeQuick guides provide a brief summary of the steps needed for completion. {"difficulty":"[[File:Novice.svg|7px|Novice|link=]] Novice","kills":"None","name":"The Tale of the Muspah","items":"* 4 cut [[sapphire]]s (can be mined and cut during the quest if you have the recommended crafting level)\n* 8 [[cosmic rune]]s and 8 [[water rune]]s (or a staff which provides water runes, such as a [[water staff]]) to cast [[Enchant Level 1 Jewellery]] 8 times (or 8 [[enchant sapphire]] tablets)","start":"Talk to [[Erjolf]], who can be found north-east of [[Rellekka]], at a cave entrance halfway up the snow-covered mountain path","length":"Medium","members":true,"requirements":"*6 [[File:Firemaking-icon.png|21x21px|link=Firemaking|alt=Firemaking]] [[Firemaking]]\n\n*8 [[File:Mining-icon.png|21x21px|link=Mining|alt=Mining]] [[Mining]]\n\n*10 [[File:Magic-icon.png|21x21px|link=Magic|alt=Magic]] [[Magic]]\n\n*10 [[File:Woodcutting-icon.png|21x21px|link=Woodcutting|alt=Woodcutting]] [[Woodcutting]]\n'''Recommended:'''\n\n*20 [[File:Crafting-icon.png|21x21px|link=Crafting|alt=Crafting]] [[Crafting]] (to cut the mined sapphires)"}It is therefore an indirect requirement for the following quests and miniquests:

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 centre of the pool, which he thinks he can use to complete his Ask him about his progress with the trials and he'll ask for your help to retrieve the armour from the ice. Experienced adventurers will be familiar with the Fremennik rite of passage, and the difficulties it presents.

When the ice has thawed, the Muspah will become animated and Erjolf will run away. This creature was a muspah, was the product when the Mahjarrat god combined all of his most fearsome creations into one. To start, speak to the young Fremennik child named Erjolf, who can be found on the icy mountain north-east of Rellekka.