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.
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rdf:type
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rdfs:label
| - The Tale of the Muspah
- The Tale of the Muspah
- The Tale of the Muspah
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rdfs:comment
| - thumb|Erjolf bij de grot Om de Quest te starten moet je met Erjolf praten. Hij is te vinden ten noordoosten van Rellekka, ten oosten van Olaf Hradson de bergpas op. Erjolf is een jonge die een Fremmennik wilt worden, en daarvoor moet hij zijn Trials halen. Hij zag wat cools in de grot, waardoor hij zeker zal slagen en indruk zal maken. Hij zag een groot armour met spijkers. Ga de grot in en volg hem. Je zult uitkomen in de binnen grot.
- (Veitsen, tulitikut ja lapion saa Erjolfilta, kun kerrot tarvitsevasi työkaluja jään sulattamiseen.)
- 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.
- Erjolf is excited about a finding he has discovered in the nearby ice strykewyrm 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 centre of the pool, which he thinks he can use to complete his Fremennik Trials.
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Length
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dcterms:subject
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vorige
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Recommended
| - * Activated lodestone in the Fremennik Province
* A dramen or lunar staff and access to the fairy rings
* A slayer ring to teleport to Pollnivneach
* Desert clothing, waterskins, an enchanted water tiara or completion of Crocodile Tears
* Weight-reducing clothing, energy potions or a charged explorer's ring
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volgende
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dbkwik:resource/ILe7uBmk9-ZVq-7-FdFGlA==
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Quests
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qp
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dbkwik:resource/WAE8_2oPezfXwPv-jMXShA==
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lengte
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beschrijving
| - Ervaren avonturiers zullen bekend zijn met de Fremennik ritueel naar volwassenheid, en de moeilijkheden die daarbij komen kijken. Het is dan ook een klein wonder, dat Fremennik kinderen altijd op zou zijn naar de makkelijkste weg naar volwassenheid, en Erjolf is geen uitzondering.
Help hem met zijn quest voor een trofee, los het raadselachtige verhaaal op van het vreemde lijk, en ontdek de donkere geheimen van een van de meest angstaanjagende rassen die ooit op Gielinor hebben rondgelopen.
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p2p
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etime
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dbkwik:darkscape/p...iPageUsesTemplate
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dbkwik:fi.runescap...iPageUsesTemplate
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dbkwik:nl.runescap...iPageUsesTemplate
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dbkwik:rune-scape/...iPageUsesTemplate
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dbkwik:runescape/p...iPageUsesTemplate
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Number
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Voice
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Rewards
| - *
*
*
*
* antique lamp from the natural historian for any skill at or over level 10, which is required for the master quest cape
* New slayer cave full of jellies
* Access to ice strykewyrm cave and ice strykewyrms
* Unlocked dialogue with Ali the Wise about the Mahjarrat
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Skills
| - * Level 6
* Level 8
* Level 10
* Level 10
* Level 20 - NIET nodig, maar kan een voordeel zijn!
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Series
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Difficulty
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Name
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Members
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Items
| - * 4 cut sapphires
* 8 cosmic and water runes to cast Enchant Level 1 Jewellery
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