The Fremennik Trials
Starting point:
Talk to Chieftain Brundt in the Fremennik Longhall in
Rellekka
Items needed: Beer, cabbage, 5250 gp,
knife, onion, potato, raw shark, tinderbox and a woodcutting
axe.
Requirements: Level 40
woodcutting, level 40 crafting and level 25 fletching. You
must also be able to defeat a level 69 enemy and be
competent at unarmed combat. |
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Walkthrough: 1. Start by
talking to Brundt the chieftain in Rellekka. He's in the biggest
building in Rellekka. Ask for a quest and tell him you want to
become a Fremennik. To become one you must gain the votes of 7
council members.
2. Head south of the long hall and talk to Sigli the huntsman.
He tells you to track Draugen the evil ghost. Use the talisman
you are given to track the Draugen down.

Use the talisman to find the direction then repeatedly click on
the talisman while you're walking in the right direction to
reveal the level 69 monster. Kill him and go back to Sigli.
3. Enter the house directly south west of the long hall and talk
to Swensen the Navigator and accept his challenge. Go down the
ladder and use the portals in these directions. South, west,
east, north, south, east, north. Go up the ladder and you get
Swensen's vote.
4. Next talk to Peer the Seer who is outside the house directly
north east of Swensen's. He'll bank your items for you. Solve
the door riddle and spell out the answer which varies from
person to person.

Here are some examples: FIRE, LIFE, MAGE, MIND, TIME, TREE,
WIND. Search everything in the room to get the following items:
Bucket, red disk, magnet, wooden disk, empty jug, toy ship,
small pick, blue thread and a red herring.
a) Use the herring on the range, then the red goop on the plain
disk to get 2 red disks.
b) Go down the other trapdoor and study the mural on the west
wall.

Use the 2 red disks with it. In return you get a vase lid. Go
back up the ladder.
c) Use bucket with the tap in the south west corner of the room,
use bucket with jug, use jug with drain, use bucket with jug,
use bucket with tap, use bucket with jug. This will give you a
bucket 4/5'ths full. If you make a mistake just empty everything
and start again.
d) Use the 4/5'ths full bucket on the chest to get a vase. Use
the vase with the tap and use your vase lid with the vase. Use
the sealed vase with the frozen table in the north east corner
of the room to get the frozen key.
e) Use the frozen key on the range. Go down the east ladder,
exit the house and talk to Peer the Seer to get his vote.
5. Talk to Sigmund in the middle of the market just north of
Peer the Seer. Agree to find a rare flower for him.
a) Talk to the sailor on the large jetty just north of Sigmund
and ask about the merchants trail.
b) Head to the east side of the long hall and talk to Olaf the
bard and ask him about the merchants trial.
c) Talk to Yrsa in the clothes shop to the west of the market.
Talk to her about the merchants trial.
d) Go talk to Brundt in the long hall and talk about the
merchants trial.
e) Go just south of the long hall and talk to Sigli about the
merchants trial.
f) Talk to Skulgrimen in the helmet shop to the north of the
long hall.
g) Talk to the fisherman on the dock just west of the helmet
shop.
h) Talk to Svensen the navigator in his house to the south of
the market.
i) Talk to Peer the Seer just to the north west of Svensens's
house.
j) Talk to Thorvald the warrior in the helmet shop, north of the
long hall.
k) Talk to Manni the Reveller in the long hall.
l) Talk to Thora the bar keep (also in the long hall).
m) Talk to Askeladden just outside the long hall and pay him
5000 coins.
n) Its now just a matter of going back to all the people above
but in the reverse order. These are Thora, Manni, Thorvald, Peer
the Seer, Svensen, fisherman, Skulgrimen, Sigli, Brundt, Yrsa,
Olaf, sailor and then talk to Sigmund again to get your vote.
6. Talk to Skulgrimen in the helmet shop just north of the long
hall. Remove all your armour and weapons and bank them by
talking to the Seer. Go back to the helmet shop and go down the
ladder into the combat area. You must beat Koschei the deathless
3 times. Don't use protect prayers or you'll have to start
again.

The fourth time you fight its impossible to win. Let him kill
you and Thorvald tell's you that you have his vote.
7. Talk to Olaf the bard and accept his challenge. Exit Rellekka
and go east and cut a branch from the swaying tree, use your
knife with this.

Next go south east and talk to Lalli the troll. Ask her about
the other human. Go back to Rellekka and talk to Askeladden
outside the long hall. He gives you a pet rock which you should
take back to Lalli.

Talk to Lalli twice and then put your pet rock, cabbage, onion
and potato into Lallis stew. Talk to her again and she'll give
you the golden fleece.Go to the spinning wheel in Seers village
and use the golden fleece on the wheel to make golden wool. Use
this on the lyre to string it then take it to the lake spirit
who will enchant it for 1 raw shark.

To make the spirit appear you should use a raw shark with the
strange alter.
Head back into Rellekka and enter the long hall from the stage
entrance at the north end. Walk onto the stage, play the lyre
and you get Olaf's vote.

8. Talk to Manni the reveller in the long hall and accept his
challenge. Take a keg of beer from the table and talk to Manni
again. Pick a regular beer off the table and go to seers
Village. Talk to the poison salesman who is by the pub west of
the bank. Buy a low alcohol
keg off him for 250gp then walk back towards Rellekka. Before
you reach Rellekka itself you'll come across a council workman
by the bridge. Use a beer with him and he'll give you a cherry
bomb.
Go back to Rellekka. Outside the long hall on the east wall is a
pipe. Use a tinderbox with the cherry bomb and then use the bomb
with the pipe. Run back in the hall, take a normal keg from the
table and use your low alcohol one with it in your inventory.
Talk to Manni again and you'll win the drinking contest for his
vote.
9. You should now have 7 votes. Talk to Brundt again and its
quest complete!!

Reward: 2.8k xp in Strength,
defence, attack, hitpoints, fishing, thieving, agility,
crafting, fletching and woodcutting. You are also given a
Fremmenik name and granted full access to everything in Rellekka.
QP reward: 3
Note: From now on you can easily
return to Rellekka by using enchanted lyres to teleport there.
You can own any number of lyres at one time by making them using
the guide above. They are enchanted at the strange alter by
using raw sharks or manta rays (for 2 and 3 teleports
respectively). Quest
Index Page Thanks to Basknie for
corrections.
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