Fremennik Trials, The
Difficulty: Intermediate Requirements: Medium Length: Long
Start location: Speak with Brundt the Chieftain in Rellekka, north-west of Seer's Village.
Skills: Level 40 Crafting, Level 25 Fletching, Level 40 Woodcutting
Other: Be able to defeat one level 96 enemy.
Items: 1 Raw shark, Hatchet (black doesn't work!), Knife, Tinderbox and 5250gp.
Items: If you want the Fremennik sword, you need at food and potions. Be sure to leave one inventory space open to pick up the sword - you cannot drop items in the dungeon!
Monsters: Draugen (level 96), Koschei (multiple levels)
NPCs: Askeladden, Brundt the Chieftain, Fisherman -Rellekka-, Manni the Reveller, Olaf the Bard, Peer the Seer, Sailor, Sigli the Huntsman, Skulgrimen, Swensen the Navigator, Thora the Barkeep, Thorvald the Warrior, Yrsa
Walkthrough hide »
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 it without it.
Below are two maps. The first map displays the locations of the council members, as well as places and people around Rellekka. The second map shows all of the NPCs in Rellekka you're required to talk to during the quest.
1: 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. You will find the council members around the city, and only seven will give you a task to gain their approval while the others refuse point blank.
2: Thorvald the Warrior
In the house north of the long hall. He wants you to prove yourself through fighting Koschei the Deathless in the dungeon under the house. However, you'll have to do this without any armour or weapons. You can do 2 things: Either kill Koschei the Deathless in all four forms, or kill the first three and die to the fourth form. If you choose die to the fourth form, make sure you are NOT wearing a ring of life.
Once you've killed him, you'll get his blade.
The other way to complete this trial is to just let yourself "die" to the fourth form. 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 10 life points, you will then surrender, and Thorvald will meet you upstairs in the house.
3: Swensen the Navigator
Swensen the Navigator can be found in house 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, the combination is the first letters of his name: South - West - East - North - South - East – North. In the first room enter the south portal, in the second room enter the west portal, keep entering the portals that correspond to his name in the last room there will be a ladder, climb it to leave the maze.
4: Peer the Seer
Peer the Seer can be found outside the house south-west of the market. To gain his vote you will have to pass his test of wisdom. To enter the house you cannot have any items in your inventory or equipped, Peer the Seer can teleport them to the bank. To enter the door you need to find the right combination of 4 letters. You'll get a riddle. Each line in the riddle is a letter in the combination, but since the combinations seem to vary people will have different answers. Some possible answers are Wind, Fire, Mind, Mage, Tree, Life, or Time.
After you've entered the door and gone upstairs, you need to put a 4/5ths full bucket on the chest just south of the ladder. You have two ways of getting the right amount of water.
You will now have a 4/5th bucket, use this on the chest with a balance on it. The 4/5th bucket will be the exact weight to allow you to open the chest and retrieve a vase. You can shake this to find out that there is something inside.
Now study the unicorn's and bull's heads on the wall to obtain 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 on the wooden disk, go down the stairs and use the 2 red disks on the abstract mural. You will now have a vase lid that dropped out. Head back up and fill the vase with water from the tap, and place the lid on it. Go over to the frozen table and use the sealed vase on it. As the water freezes, it will expand and break the vase to reveal the key that was inside, but it's frozen. Use the frozen key on the range and then go downstairs to exit the house with it.
5: Manni the Reveller
Manni the Reveller can be found at one of the tables in the longhall in Rellekka. Talk to him and challenge him to a drinking contest, take a keg of beer from one of the tables, and talk with him again. You will lose the drinking contest so take a beer from the north table (not a keg, just one of the beers), and go to the Seers' Village pub, you'll see a poison salesman, buy a low alcohol keg from him for 250gp.
While you're there, get the raw shark, hatchet (not black though!), knife, tinderbox and 5000gp from your bank. You'll need these items in the next challenges.
Head back towards Rellekka, there is a Council Workman south of the entrance of Rellekka, 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. Light the strange object, and put it inside the pipe. Do not light the strange object until you are ready to put it in the pipe, as it will explode in your inventory if left there too long. Go in and pick up another beer keg. Use this with your low alcohol one, and then challenge Manni again. You will beat him this time and win his vote.
6: Olaf the Bard
Olaf the Bard can be found 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 north, and you should see a Swaying 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 small field to the east just inside the town gates.
Head back to Lalli and try to give him the pet rock, however, he doesn't want any more. Time to be creative… How about some stone soup? Talk with Lalli, and then place your stone, potato, cabbage and onion in the stew, and talk with Lalli again. Take your golden fleece and go back to Seers Village, where you can find a spinning wheel upstairs in the building south-west of the bank. Use the fleece on the spinning wheel there, and you should get some golden string. Use it on your lyre. So! You have your instrument, now you just need to learn how to play it.
Follow the mud path westwards just before you enter the village of Rellekka. Just before the path leads to a bridge, you should see an altar to the south. Use your raw shark on this to offer it, and Fossegrimen will give you the ability to play the lyre. Now simply go back, open the door and go up on the stage to play and complete this trial.
7: Sigmund the Merchant
Sigmund the Merchant is west of the long hall. He wants you to bring him a exotic flower, that someone in the town has picked up in their travels.
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, then Olaf, and FINALLY! Back to the Sailor, who will give you the flower. Return this to the merchant, and you'll have his vote as well. That was fun, wasn't it?
8: Sigli the Huntsman
He wants you to hunt down the Draugen. Sigli will give you your very own Hunters' talisman . If you click this, you'll be able to see which direction the Draugen is in, sort of like a runecrafting talisman. 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, and the essence of it will be sucked into the talisman. If you have a halberd weapon, you can use the nearby fence as cover to attack it without taking damage. Go back to the hunter with it. That's it! Go back to Brundt, and become a true Fremennik.
Quest points: 3
This quest is a requirement for:
Tips, Tricks & Notes
Written by: Ks Jeppe
Last updated: 23-Dec-2017
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