Store location. Universal Conquest Wiki. This article on an NPC has an associated dialogue page. Click here for a transcript of possible conversations with this NPC. Part 1 of the Fremennik quest series. Empty Water Lid. Empty Water Frozen. Unstrung Lyre Enchanted. Rellekka Rellekka Longhall Bar. The Navigator Warrior. Doctor Orbon Ardougne town crier Aleck. Drangund Marmaros Talsar Thok of Daemonheim. Hassan Zahur Ali the Mayor Clay golem. Redbeard Frank Chemist Squire Asrol.
Council workman Yrsa Advisor Ghrim. Explorer Jack Bob Ned. Seer Stankers Sir Kay. Rat Burgiss Reldo Vannaka. If you plug the correct answer into the combination lock, the door will open. Enter the door and go up the ladder to a small room Picture. Search the various boxes, crates, bookcases, and cupboard throughout the room and you will get an 'Empty Bucket', an 'Empty Jug', and a 'Red herring'.
The other items are useless. Use the red herring on the cooking range and you will get some sort of red sticky goop. Use this goop on the wooden disk and it will turn into another red disk. Go down the east ladder, and 'study' the abstract mural. You will see that here is room for two red disks. Exit the window and use your two disks on the mural and the center of it, and a 'Vase Lid' will fall out. Now on the west side of the top floor you will see a chest.
Try to 'Open' it and you will see that it has a four painted on it. If you examine the bucket and jug you will see that the bucket has a 5 painted on it, and the jug has a 3. These numbers mean that the balance holds 4 units of water, the bucket can hold 5 units of water, and the jug can only hold 3.
Go to the west side of the house and you will see a tap next to a drain. Fill the jug with water, then empty the it into the bucket. Inside is a vase; shake it, and you will find a 'metallic object' inside.
To get it out you will have to fill it up with water, screw on the lid, and then freeze it using the frozen table'. By doing this the vase will break open and you will be left with a 'Frozen Key'. Use the key with the range to get a 'Seer's key'. Go down the eastern trapdoor, use you're key with a door, and Peer the Seer will commend you for your efforts.
You now have the Seers vote in becoming a Fremennik. Now talk to the Olaf the Bard Picture who says he is a member of the council. To gain his vote he wants you to prove that you have musical talent, so he wants you to write an epic. Talk to him again and he will tell you of a musical tree, south of the town that makes very good instruments. Then he will tell you of a Troll, to the south-east that has golden wool that could be used to string your lyre.
Then you will need the blessing of the Fossegrimen, a lake spirit to the south west, to tune the lyre. He says that an offering of fish may be necessary to convince the Fossegrimen to do this. Finally he says when you're done all that, you need to perform in the long hall.
Go to the entrance of the city and head directly east until you reach the Swaying Tree. Cut a branch off it and then use your knife on the branch to get an 'unstrung lyre'. Next go just south-east of here to Lalli's home Picture and ask about golden wool. You will be sent away after being told that Askeladden stole some of his wool. Go speak to Askeladden in front of the long hall. He will explain how he tricked Lalli into trading his pet rock to 'guard the golden apples' for golden wool.
He will give you a pet rock. Go back and talk to Lalli, but he won't fall for the pet rock trick again. However, you will think up some cunning plan that involves the pet rock, an onion, a potato, and a cabbage.
Talk to Lalli again and you will explain to him how to make 'stone soup', which is a 'delicacy'. Use your pet rock, onion, potato, and cabbage with Lalli's Stew, and he will agree that the soup is very tasty. Talk to him again and he will trade you some 'Golden Fleece'.
He will also says, 'HA! I tricked you human! Use this fleece on a spinning wheel to get 'Golden Wool' then use it on your lyre, to make a complete lyre. Now go to the village again but as you get to the point where the dirt tracks cross the road just south head South-West until you find a small shrine in the water.
Use a Raw Shark on the strange alters and a Fossegrimen will appear to enchant the lyre. You can now play it perfectly. Go back to the village and go through the door that the 'Long hall Bouncer' is guarding.
Go up onto the stage and 'Play' your enchanted lyre. You will sing about some of your accomplishments. You will sing so well that you will be commended by the Bard.
He says that you have his vote in becoming a Fremennik. Talk to Manni the Reveller Picture and he will challenge you to a drinking contest in order to prove you that you are physically up to standard.
If you take the keg of beer like he says and perform the contest, you will lose. It has no alcohol, so you won't get drunk! Buy some for gp. On your way back to the village, give the council workman a beer. He deserves one for rebuilding that bridge all by himself. He will give you a strange object, that makes a loud BANG when you light it.
Continue on back to Manni the Reveller for the drinking contest, however don't start yet. Go to the east side of the building and find a pipe with the option 'Put in'. Use your tinderbox with the Strange object, then select the 'Put in Pipe' option. Now go inside. Talk to Manni to start the drinking contest. Grab a REAL keg of beer then use your 'low alcohol keg' with it. Manni and the barmaid will be distracted by the loud bang you made with your 'strange object' so they won't see you switch the kegs.
When it comes your time to drink you won't be drunk at all. Manni will be so impressed that he agrees to give you his vote. Go and talk to Sigli the Huntsman Picture in the entrance to town to being your next trial. He says that you need to demonstrate your hunting ability to gain his vote. He will give you a Hunters' Talisman to track down an invisible and indestructible Draugen Level 69 , which is a ghost from Fremennik mythology.
Click 'Locate' on the hunters' talisman, and you will be told where the Draugen is. Follow these directions until you find it. Sometime the Draugen will change locations so you will have to start all over again. Remember that this can take a really long time and can be very frustrating, so just stick with it and you will be fine.
When you find the Draugen Level 69 , it will attack you. The creature has a high Range defence however, so stick to melee. Defeat it. Go back and talk to Sigli the Huntsman. He will say that he saw the entire hunt and that he would be glad to put a good word in for you to the council. Go back to the long hall and talk to Chieftain Brundt. He will tell you of how he's been monitoring your progress very closely.
He will welcome you as an honorary Fremennik. A: Yes. Just kill one of the citizens walking around in the town until they drop the lyre or you can go cut another branch from the swaying tree.
Then you can buy some more golden fleece from the troll for 1,GP. Stuck on something? Want some more tips?
Ask on our forums. The council would like to inform our citizens that our recent restoration work on the footpath leading to the Barbarian town of Rellekka , North-west of Sinclair Mansion, has now been completed.
Those traders and adventurers who have been seeking access to this slightly backwards region of RuneScape may now do so using the provided footbridge. The council would also like to make it's citizens aware that this large barbarian town has its own laws and customs, and those seeking fortune in these strange lands may be required to first prove their worth in The Fremennik Trials.
Step 1 Ask Brundt for a quest. Talk to Swensen and do his maze. Step 2 Talk to Sigmund and take his challenge. Talk to the Sailor. Talk to Bard, then Yrsa. Step 3 Talk to Brudnt, then Sigli. Ask Skulgrimen for bowstring. Ask the fisherman for a fight. Ask Swensen for the map. Ask Peer the Seer for map.
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