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THE FREMENNIK TRIALS QUEST STRATEGY
Starting location: Speak with Brundt the Chieftain in Rellekka, north-west of Seer's Village.
Quest difficulty level: Medium.
Reward: 2813 exp in all of the following skills: Attack, Strength, Defence, Hits, Agility, Thieving, Crafting, Fletching, Fishing and Woodcutting.
If you go back to Oluf the Bard he will tell you to make another sacrifice to Fossegrimen, who will give you a special song that can teleport you to Rellekka (1 Raw Shark needed).
Quest points gained: 3.
Required Items: 1 Raw shark, Axe (not black), Knife, Tinderbox and 5250gp. If you want the Fremennik sword, you need at least 10 prayer potions (15+ is better) and a super set.
Required Skills: Level 40 woodcutting, 40 crafting, 25 fletching and be able to defeat level 69 enemies. If you want the Fremennik sword, at least lvl 43 prayer is a must.
Monsters: Draugen (level 69).
NPC: Sailor (north-west of the marked), Olaf the Bard (east of the long hall, not in a house), Yrsa (clothing shop west of the market), Brundt (long hall), Sigli (little south of the long hall), Skulgrimen (armour shop north of the long hall), Fisherman (west at the docks), Navigator (north of the market), Seer (in front of the house to the west), Thorvald (armour shop again), Manni (located in the long hall), Thora (also in the long hall), Askeladen (right outside the doors to the long hall).
Scroll down for the walkthrough for this quest..
FREMENNIK TRIALS QUEST WALKTHROUGH
Start this quest with no items at all, bring 8-10 (or more if you're lower level) prayer potions and a super set if you want to get the barbarian sword, however, you can easily complete without it.
Brundt the Chieftain of Rellekka: Ask for a quest, and he will ask you to complete some tasks, to become a barbarian (or as they say, Fremennik). You will need to be voted into the clan by the council of elders. You will need to convince at least seven of the twelve council members, or else you cannot join the Fremennik.
Thorvald the Warrior: House, north of the long hall. He wants you to prove yourself through fighting. However, you'll have to do this without any armour or weapons. You can do two things: either kill Koschei the Deathless in all four forms, or just let yourself die.
Bringing prayer pots, super sets and lots of good food is a must if you want to kill him. When you've killed him, you'll get his sword.
Note: You need to ask Thorsvald about Koschei the Deathless if you want him to drop the sword.
If you let yourself ‘die' you won't get the sword, but you will still get Thorvald's respect. The way to do this is to kill the first 3 forms, and then let the 4th form get you down to 1 hp, you will then surrender, and Thorvald will meet you upstairs in the house.
Swenson the Navigator: South of the market. He will test your navigation skills, go down the ladder, and you'll be in a maze. It's quite simple, one combination is this one: South - West - East - North - South - East – North.
Peer the Seer: Located outside the house south-west of the market. He will test your wisdom. To enter the door you need to find the right combination of the four letters. You'll get a riddle. Each line in the riddle is a letter in the combination, but since the combinations seem to vary a lot, it's hard to make a list. it shouldn't take you too long.
After you've entered the door, search the cupboard to get a bucket, fill it with water and search for another one, then use the bucket with water on the drain to empty it, and then the boxes and chests until you get two jugs. Now go to the tap next to the drain, and fill both the jugs. Use one jug with one of the buckets, and you'll have a 3/5ths bucket. Now do this with the other jug as well, you should now have one full bucket, and 1/3ths jug. Use the 1/3ths jug with the empty bucket, and then with the tap, use the full jug with the 1/5th bucket. You will now have a 4/5th bucket, use this on the chest next to the ladder you came up. You will now have a vase.
Now study the unicorn's and bull's heads on the wall, you should get two disks. Now search the bookcase to get a red herring, use this on the range, and you should have some sticky red goop. Use the goop in the wooden disk, go down the stairs and use the two red disks on the abstract mural. You will now have a vase lid.
Head back up and fill the vase with water from the tab, and place the lid on it. Go over to the frozen table and use the sealed vase on it. You should now have a frozen key. Use the key on the range, and you will be able to get out of there.
Manni the Reveller: A drinking contest. If Fremenniks are good at something, it's drinking. Take a keg of beer from one of the tables, and talk with him again. You'll lose. Take a beer from the north table (not a keg, just one of the beers), and then run back to seers, you'll see a poison salesman on the road, get a low alcohol keg from him for 250gp.
While you're there get the raw shark, axe (hatchet, not black though), knife, tinderbox and 5000gp from your bank, you'll need these items in the next challenges.
Go back to Manni but first you need to distract him. On your way back to Rellekka you'll see a Council Workman, talk with him, and then use the beer on him. He will give you a strange object. Go back to the hall, and outside on the east wall there is a pipe with the option put-inside. Use the strange object with your tinderbox, and put it inside the pipe. Go in and pick up another beer keg. Use this with your low alcohol one, and then challenge Manni again.
Olaf the Bard: Located east of the long hall. He wants you to perform for the 'crowd', but when you try to enter the stage door, you'll be stopped. Head out of the village (south), and follow the east mud path. You should see a troll named Lalli soon, speak with him. He won't tell you much, so head a little west, and you should see a rare tree. Cut a branch from it, and use your knife on it to make an unstrung lyre. Now head back to the long hall and talk with Askeladden right outside. He will give you Lalli's new pet, a rock. Pick an onion, a cabbage, and a potato from the fields to the east in the town.
Head back to Lalli and try to give him the pet rock, however, he doesn't want any more. Talk with Lalli, and then place your stone, potato, cabbage and onion in the stew, and talk with Lalli again. Now head back to the village with your golden fleece, and go back to Seers Village, where you can find a spinning wheel on the first floor of the building south-west of the bank. Use the fleece on the spinning wheel there, and you should get some golden string.
Go back to the village and follow the west path. Right before the path ends, to the south you should see a strange altar. Use your raw shark on this, and Fossegrimen will give you the ability to play. Now simply go back, open the door and go up on the stage to play.
Sigmund the Merchant: West of the long hall. He wants you to bring him a rare flower that someone in the town has picked up on their trails.
Sailor: (north-west of the marked), he will tell you that he has the flower, but will only trade it with you for a romantic ballad.
Olaf the Bard: (east of the long hall, not in a house), he will ask you for some boots.
Yrsa: (clothing shop west of the market), she wants some lower taxes for the business people in Rellekka.
Brundt: (long hall), he wants to know Sigli's hunting ground secret.
Sigli: (little south of the long hall), he wants a new bow string for his bow.
Skulgrimen: (armour shop north of the long hall). Skulgrimen wants one of the fish that the fisherman has caught recently.
Fisherman: (west at the docks), he wants a map of the best fishing spots from the navigator.
Navigator: (south of the market), he wants a weather forecast.
Seer: (in front of the house to the west), he wants a bodyguard for protection.
Thorvald: (armour shop again), he wants a place at the champions table in the long hall.
Manni: (located in the long hall), he wants the barkeep's legendary cocktail back.
Thora: (also in the long hall), she wants to get rid of Askeladden, the kid right outside the hall.
Askeladen: (right outside the doors to the long hall), he wants 5000gp, he will now make you a promise note.
Go back to Thora with the note. Now it's just time to trade all the stuff back. Go to Manni, then Thorvald, then the seer, then off to the navigator, then the fisherman, then Skulgrimen, and Sigli the Huntsman, then Brundt, then Yrsa in the clothing shop, and of the Olaf, and back to the sailor, who will give you the flower. Return this to the merchant, and you'll have his vote too.
Sigli the Huntsman: He wants you to hunt down the Draugen. Sigli will give you your very own Hunter's talisman. If you click this, you'll be able to see which direction the Draugen is in, a lot like in runecrafting. Follow the directions the talisman gives you, when you think you're in the right area, just run around like crazy, clicking your talisman all the time, and the Draugen will appear some time. It will attack you (level 69, not too hard to kill), and the essence of it will be sucked into the talisman. Go back to the hunter with it. Go back to Brundt, and become a true Fremennik. This completes the quest.
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