The Fremennik Trials

Details
WARNING: If you complete the quest, you will not be able to use Peer the Seer to bank your items, such as snape grass, any more, but if you complete the Fremennik Achievement Diary 1 or above you can use the sea boots to bank your items using Peer the Seer again.

NOTE: The closest bank for those who have started/finished the The Giant Dwarf Quest is the Keldagrim bank, besides the Seers' Bank and the Zanaris Bank when using the Slayer Cave fairy ring.

Walkthrough
The only way to become a Fremennik is if you impress seven of the twelve members of the council of elders enough that they give you their vote. Each of the seven that accept outlanders have a trial for you to complete.

You can do the trials in any order.

Click on either the green circle or the Name of the Fremennik below to follow the guide for that particular part of the quest.

Brundt the Chieftain
Talk to him to start the quest. He is located in the bar in Rellekka. After you have talked to him, tell him that you want to do the Fremennik trial, and he will tell you that you need 7 of 12 votes from the council members.



Manni the Reveller
You can find him in the bar right next to the chieftain. He can be found walking around drinking. After you talk to him, pick up a keg of beer from one of the tables. Talk to him and challenge him to see who can drink more beer before getting drunk. You will lose no matter what, while he'll hardly get drunk at all.

Go back to Seers' Village and buy a low alcohol keg of beer from a Poison salesman by the bar for 250 coins. Then buy some regular beer from the bar in Seers' Village. (There is also a beer spawn point right next to the keg in Rellekka). Give the regular beer to the Council workman at the end of the bridge leading into the Fremennik Province from the south to get a cherrybomb.

Go to the Rellekka bar and take another keg first. If you try mixing them, Manni will get angry and stop you from doing it. You will need a distraction. Look on the outside of the longhall for a pipe (near the drain). It should be on the east wall, near to Olaf the Bard. Light the cherrybomb with your tinderbox, then hide it in the pipe. Use the low alcohol keg on a regular keg to switch the contents. **NOTE, one doesn't have to wait for the *strange object* to explode this happens when you mix the contents of the 2 kegs.** then talk to Manni for a rematch. You will win this time and gain his vote. **WARNING, if you leave a lit *strange object* in your inventory for long enough, it will eventually explode, dealing 30 life points.

Olaf the Bard
You should see him east of the bar building where you started the quest. He'll give you his vote if you can prove your worth as a bard by performing at the longhall. The first thing you need is a lyre.

There are two ways to get a lyre:


 * 1. It may be dropped by any of the villagers (Lanzig, Jenella, Freidir, Borrokar & Freygerd) when killing them. It may take many tries as it is a very uncommon drop, this is a fairly good way to make one, but it is highly recommended to have 25 fletching.
 * (If you get a lyre from Lanzig you can skip the part with Lalli and just go straight to enchanting the instrument, this saves a lot of time during the quest.)


 * 2. Go to the woods east of Rellekka (but first grab a potato, onion, and cabbage behind a house in the south-eastern part of Rellekka on your way out). Leave through the gates and chop a branch off the swaying tree. Use your knife on it to get an unstrung lyre. On the World Map the swaying tree is marked as a rare tree.


 * After that, you need to string your lyre. To do that, you need a ball of golden wool.  Head south-east, you'll find an enclosure with golden sheep and a Golden Apple Tree in it.  Talk to Lalli, a troll who is just north of the enclosure, and ask about golden wool.  He thinks you're after his apples, and no matter how much you try to convince him otherwise, you won't change his mind.  He'll mention giving some golden fleece to another human named Askeladden, a young Fremennik also trying to complete his trials.  Talk to him in front of the longhall.  He says he traded Lalli a pet rock for some golden fleece, and will give you one to trade, although he thinks Lalli won't fall for the same trick twice. Drop the pet rock and talk to Askeladden again to get another one then pick the rock you dropped back up if you want to keep one after the quest. Bring the pet rock to Lalli and give it to him as a present.


 * However, Lalli doesn't want another and is nervous that the rocks will have baby rocks, so tell him you can make him a delicious stone soup. Sadly, this means saying goodbye to your beloved rock. Talk to Lalli again, then use the rock, potato, onion, and cabbage on his cauldron to make some stone soup.  He likes it and will "trick" you by giving you golden fleece instead of a golden apple.  You must spin the fleece into a ball of wool on a spinning wheel.  The closest spinning wheel you can use is upstairs in the south east building of Seers' Village (You can't use the Rellekka spinning wheel until you are a Fremennik), or the Witchhaven spinning wheel (Note: this spinning wheel appears not to work for spinning golden fleece sometimes) when using fairy rings.  Use the ball of golden wool on the lyre (don't just click on the spinning wheel, actually use the wool on it). You cannot use the assist system to string the lyre, you must have level 25 fletching.

Now you need to get it enchanted. Bring either a raw shark, raw manta ray, or raw sea turtle with you and head south-west of Rellekka to a fork in the main dirt road. There is a strange altar on the tiny peninsula. If you hit the "Lighthouse" trail, you've gone too far. Use your raw fish of choice on it with the lyre on your person. A spirit (also known as Fossegrimen) will appear and bless your lyre. Go back and talk to Olaf the Bard again, and then enter the longhall through the side door right next to the bouncer to go backstage. Play your lyre in front of the crowd, then Olaf will talk to you and give his vote.



Peer the Seer
He is found south of the market. He'll give you his vote if you can simply enter the front door to his house, then come out the other side. This is more difficult than it seems, because you cannot take any items in, and you will encounter many puzzles inside.

To get in, you need to answer a puzzle. The answer is a four letter word, and Peer will give you a clue for each letter and the word itself. All possible answers include: time, life, mage, fire, wind, mind and tree.

After you've solved the riddle, go upstairs and search everything and examine the heads until you find an old red disk, a wooden disk, an uncooked red herring, a jug, and a bucket. You will also find a blue thread, a small pick, a toy ship and a magnet but these are the real red herrings and serve no purpose in the quest. Cook the herring to get some sticky red goop and use it on the wooden disk to get a second red disk. Then go down the other ladder and use the two disks on the abstract mural to get a vase lid.

You now need to get the vase, which can be found in the chest upstairs in his house. To open it, you must set exactly four litres of water on it. You need the jug and bucket to do this. Here is what you should do:

1. Fill up the jug with water, from the tap. Use it with the bucket.

2. Do this again and you'll have a full bucket and a 1/3 full jug.

3. Use the bucket on the drain to get an empty bucket.

4. Fill up the bucket with the 1/3 full jug.

5. Fill the jug again, and use it with the bucket to get a 4/5ths full bucket.

Use the 4/5ths full bucket with the chest, and it will open, giving you a vase.

Fill up the vase in the tap and use the lid on it to get a sealed vase. To get a lid use the odd red disk on the abstract mural downstairs. Then cook the red herring on the range to get a sticky red goop. use the goop on the wooden disk. Then use it on the abstract mural downstairs and a vase lid should fall out. Then use the sealed vase with the frozen table to freeze the water, which makes it bigger and shatters it. Then you can get the frozen key out (If you accidentally freeze the water without sealing it, use it on the range to empty it). Thaw the frozen key on the range, then go down the eastern ladder again and out the exit to get Peer's vote.

Sigli the Huntsman
He's near the entrance gate. Your task is to find the Draugen, an immortal spirit, and defeat it to weaken it. Keep using the hunter's talisman that he gives you to find where to go. The talisman is used the same way you might use a runecrafting talisman. The Draugen moves around the Fremennik Province and stays within Fremennik Province, he will not leave.

The Draugen may not be able to go to the Seer's village area, but it can be just above it. In this case, it will travel no farther east or south than the intersection at Sinclair's Mansion. It appears in a different place for each player. Click on your talisman and choose locate. Go in the direction the talisman guides you to.

Eventually, you'll find him. His combat level is 69 and can hit 60s repeatedly or higher. It is advised to use rune armour or stronger. He is fairly easy to defeat, although results may vary depending on your combat level. When fighting him, there are some safe spots for mages and rangers. Simply activate your run and circle a block of rocks until you're on one side and he's on the other. You may also use a halberd. After you defeat him once, return to Sigli to get his vote. Note: Do not drop or lose the talisman or you will have to fight him again!

'Note: He will appear as a grey butterfly'' while trying to locate him. When you see the butterfly get close to it and click locate on the talisman. '''

Sigmund the Merchant
You can find Sigmund in the market. He will want you to get him an exotic flower. This may sound easy, but you will end up having to get something or do something for another person, kind of like a miniature One Small Favour quest. Then give the promissory note to Thora, the legendary cocktail to Manni, the champion's token to Thorvald, the warrior's contract to Peer, the weather forecast to Swensen, the sea fishing chart to the Fisherman, the unusual fish to Skulgrimen, the custom bowstring to Sigli, the tracking map to Brundt, the fiscal statement to Yrsa, the sturdy boots to Olaf, the Fremennik ballad to the Sailor, and finally the exotic flower to Sigmund. You will get his vote.
 * First, talk to the Sailor on the dock about the exotic flower. He will want a romantic ballad composed for him.
 * Talk to Olaf the Bard. He will ask you to get him a pair of new sturdy boots.
 * Go to the clothing store to the west of the market and ask Yrsa about them. She will agree to make the boots only if Brundt the Chieftain produces a fiscal statement that lowers the taxes on the stores.
 * If you talk to Brundt in the longhall, he will tell you that the clan will be able to afford it if Sigli the Huntsman will give him a tracking map showing the best places to hunt monsters.
 * Go south of the longhall Sigli agrees, but first he will want a custom bowstring made.
 * Go to the helmet store just north of the longhall. The shopkeeper Skulgrimen will give you one in exchange for the unusual fish that the Fisherman caught.
 * On the docks in northern Rellekka, you'll find the Fisherman. He will ask you to get a sea fishing map map showing the best spots to catch edible fish.
 * Find Swensen the Navigator. He is in a house south of the market. He will make the map but he will want a weather forecast first.
 * Peer the Seer (who is north-west of Swensen) will give you a forecast if Thorvald the Warrior will agree to be his bodyguard and sign a warrior's contract.
 * Thorvald the Warrior is found in the helmet store. He wants you to get him a seat in the long hall, which will require a champion's token.
 * Manni the Reveller is in the long hall. He will gladly give up his seat if Thora the Barkeep will make him one of her legendary cocktails.
 * Thora will only agree to make one if you can get a signed promissory note from Askeladden for him to stay out of the bar.
 * Talk to Askeladden (who is outside the long hall) to get the promissory note for 5000 coins.

Swensen the Navigator
Talk to Swensen in his house which is to the west of the longhall, and south of the marketplace. Your task is to navigate your way through his maze of portals. Start by going down the ladder in the small room in his house. In each room, there are four portals: One on the north wall, one on the south wall, one on the east wall, and one on the west wall. One of the portals will take you to the next room. The other three will send you back to the start.

The trick is to spell his name. First go in the South portal, then the West, then East, then North, then South, then East, and finally North again (SWENSEN). After you finish, talk to Swensen to get his vote.

Thorvald the Warrior
Thorvald lives in the helmet store. His task is for you to fight a special warrior called Koschei the Deathless. There are three rules:

1. You must defeat him at least three out of four times, if you die anytime during the first three fights, you will die normally and lose your items.

2. You must fight to the death.

3. No weapons or armour - which also means no runes, staves. etc. Also disallowed are needle, thread, and leather (to make armour after entering the dungeon).

You can use food and prayer, an amulet of defence (or amulet of your choice), a gnome amulet if you have completed Tree Gnome Village, and rings of recoil. A combat bracelet is allowed; the explorer's ring is allowed but not terribly useful.

You should also ask Thorvald the Warrior about his sword.

Go into the basement to begin fighting after you ask Peer the Seer to transport your items to the bank.

Koschei's first form is easy and should give you no problems. After you defeat him, he will regain all of his health and get stronger. As you have no weapons no safe place to hide and attack, but you can trap him over the poles with fire burning on top of them and heal yourself. Just don't stay there too long or he'll disappear and reappear after you run around, and you'll start over at his first form. You can never see his level.

His second form might give you a bit of trouble and you might need to use food or prayer. The food you should use is lobsters or better. You should be fine with lobsters. Pures can't really beat this unless they are pure melee.

His third form is fairly difficult, so you'll probably want to use food or prayer here. You may need to use a prayer potion or prayer flashing because you might use all your prayer up early.

The fourth form is the hardest, but not necessary because the first rule states that you must defeat him three times. You can then let yourself die and gain Thorvald's vote. He will hit about once every quarter second, but he usually hits one. It is recommended that the player wears rings of recoil while killing him. Your inventory should contain 6 or 7 of the rings with the rest of the slots taken up by food. Just make sure to watch for when the ring is used up so that you can put another one on. If the player defeats this form, he/she will get a Fremennik blade. This sword is also dropped by Fremennik guards in Rellekka, Lanzig and Dagannoths on Waterbirth Island. Please note that you cannot use prayer on his fourth form, as he will drain your prayer points after you defeat his third form.

If you don't feel that you can beat his fourth form, simply let your hitpoints run out. When you're at 15 Lp, you'll kneel down and wake up in a bed upstairs with Thorvald's vote, because it was a test of bravery, not strength.

Inga
While one of the council members, she simply won't give you her vote. Located just south of Olaf, when you talk to her she gives you a mild insult, and during the conversation you will in turn insult her as well. No matter what you do, she will always vote against you in the trials.

Agnar
When asked for his vote he will say that he will vote for you if you give him 100,000,000,000,000,000,900,470,093 coins This is impossible as the maximum coins anyone can hold is 2,147,483,647. He can be found wandering the market square.

Sassilik
Another council member who will talk with you but won't give you her vote. She is located just south-east from the furnace and forge.

She states that she will vote for you on one condition; when your character asks what the condition is, she claims you are too gullible to become a Fremennik.

Pontak (the farmer)
Also a council member. He has a small gardening plot behind his house, which is useful for other parts of the trials, and even offers a sub-quest to perform to gain his vote. He asks you to obtain the following items in order to earn his vote:


 * Andrew Gower's skull
 * A sleeping bag
 * Saradomin's wig
 * Zamorak's teddy bear
 * Guthix's climbing boots
 * cheese from the moon
 * a dodo egg
 * a left-handed chisel

As these items simply don't exist, this is really a brush-off to let you know that he won't vote for you no matter what you do.

The Fisherman
He sits on the end of the middle dock fishing for stuff. As a council member, you can also attempt to persuade him to vote for you. The following are the terms he requires to cast his vote for you:


 * Skies turn red
 * Water turns pink
 * Rocks turn yellow
 * Sun turns black

In other words, he will never vote for you either. Still, he can be helpful when you try to complete the task that Sigmund the Merchant has asked you to do, along with several other council members.

Finishing up
When you have seven votes talk to Brundt to finish the quest.

Reward
Congratulations! Quest complete!




 * 3 Quest points
 * a Fremennik name
 * Ability to wear Berserker helm, Warrior helm, Farseer helm, and Archer helm.
 * Ability to wear Spined Armour, skeletal Armour and Rock-shell Armour
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * 2812.4 Experience
 * Access to the islands of Miscellania and Etceteria, along with access to the facilities in Rellekka.
 * A Fremennik blade (Only if you killed Koschei the Deathless the 4th time)
 * Ability to make an Enchanted lyre, that can teleport a player to the gates of Rellekka.
 * Fremennik guards and warriors will drop Fremennik blades, helms and shields.

Music
Music tracks unlocked:


 * The Navigator
 * Warrior

Trivia

 * the Deathless, who is fought to gain Thorvald's vote, is based on a character of the same name from Slavic Folklore.


 * A Golden Fleece is in the Greek myth,.


 * Golden Apples are from Norse and Greek mythology.


 * If you have a skill level of 99 when you compose your ballad, your character will sing a song boasting of his aptitude for this particular skill. Or if you have 32 quest points, you will sing about how you are a Champion of The Champions Guild; if you are in the Heroes Guild, you'll sing about it; or if you are a member of the Legends Guild, about that.
 * If you talk to Pontak in his hut near the village entrance, he will ask you to bring him some impossible items, notably Andrew Gower's skull.


 * The red herring is a possible reference to the plot device of the same name.


 * The "Pet Rock" of the troll is from the actual fad of 1970s. Gary Dahl, an advertising executive conceived the idea and through selling and advertising of the pet rock, sold usually around $3.95, became a millionaire.


 * The "stone soup" that you have to make to receive golden fleece from the troll is from a story called, "Stone Soup," in which, Jack Grand (a Rat-a-tat man and a traveller) reaches a town and doing tricks for individuals, receives small amounts of ingredients and with a large pot and water, and his stone from his pocket, he makes a stone soup and the whole village is happy.


 * Lalli is a character from a legend about Finland's protector Saint Henrik. Lalli killed Saint Henrik with an axe and then cut a ring from one of Henrik's fingers with that same axe. He then lost it in a blizzard near a frozen lake.
 * The left-handed chisel once showed up in Grand Exchange, probably as an easter egg by Jagex. The reference could have been taken from Boy Scouts of America, where a common practical joke is to get a new scout to walk around camp asking other troops for a left-handed smokeshifter.


 * Examining the Legendary Cocktail gives the message "Probably the greatest cocktail in the world." Carlsberg Larger is advertised with the phrase "probably the best lager in the world."


 * After giving the cocktail to Manni he will tell you that it tasted mostly of tomato juice.


 * The Fremennik Trials, along with The Fremennik Isles and Olaf's quest were all removed from the Quest List with the coming of the September update.


 * When you die to Koschei the Deathless you get the message: Oh dear you are .... still alive somehow?


 * When you use the toy boat or thread on the range, it burns. If you use the magnet, it says "You use the magnet of the range. It gets slightly warmer".


 * Askeladden is a character in some Norwegian fairy tales.
 * After losing a drinking contest to Manni the Reveller he will say to come back, but wait for him to have some coffee, based on the belief that drinking black coffee makes you sober.
 * The Draugen is a Norwegian myth creature, that lives in ponds, trying to capture girls bathing in said pond.
 * Examining the grey butterfly that the hunter's talisman locates give the message 'Flutter by oh butterfly', a title of a poem wrote by an unknown writer.