1.2.5. Fremennik Trials, The
Requirement needed: 5250gps (250gps to buy keg of beer, 5k to bribe someone),
tinderbox, axe, knife, raw shark
Item suggested: Prayer/attack/strength/defense potion and food [to kill a warrior at least 3
times; 4 in order to obtain a Fremennik sword (optional), and to kill a lvl69 creature]
Quest points required/quest completed: None
Quest points given: 3
Reward: 2.8k exp in: strength, defense, attack, hitpoints, fishing, thieving, agility, crafting,
fletching, woodcutting (10 skills), ability to correspond and trade with Fremennik citizens
and use features in Rellekka, be able to learn a special melody from the Fossegrimen to
teleport you to Rellekka (1 raw shark needed each time to teleport)
To begin this quest, acquire a lot of food, several prayer potions, and maybe some
super potion sets. Also, if you have any equipment on you (even arrows or magic runes)
then deposit them at the bank. Then talk to Brundt the Cheiftain in the long house in the
center of Rellekka, a town in the Fremennik Province north of Seers’ Village. Ask him if he
has any quest for you. Say that you are interested in what he has to say. He’ll then ask if
you’d want to become a member of the Fremennik. There are two ways to join: be a
son/daughter of a Fremennik or be voted in by the council of elders. Saying how you can’t
possibly get in the first way, you’ll have to gain the support of seven of the twelve
councilors. Now that you’ve decided to become a Fremennik, go and talk to your first
Fremennik councilor, Thorvald the Warrior. He is located in the helm shop building north
of the building that Brundt is in.
His task is for you to fight to the death with his warrior downstairs in the basement.
Climb down when you are ready. However, you will have some disadvantages in the
battle. One is that you won’t be able to bring any weapon or amour of any king (that’s why
I told you to deposit your equipment in the beginning of the walkthrough). Second, you’ll
have to defeat the warrior three times, and at least try to kill the warrior in his fourth form
or die trying. Thirdly, you can’t use magic or range. If you somehow manage to kill the
warrior four times then you’ll receive a Fremennik sword. Once you’re ready, climb down
the ladder.
Head southwest while in the cave. Kochei the Deathless will appear a while later
and start attack you. He wields a sword as a weapon. Attack him and defeat his first form.
In your combat style box (the icon where you choose which attack style you want to use)
either switch to punching or kicking. If you punch then you’ll hit more rapidly, and if you
kick then your strength will increase but you won’t kick as fast as you’d punch. His first
form won’t be too hard to beat. It’s like a warm-up for the next 3 battles. Once the health
of his first form depletes to zero, he’ll regain back his health and become a tad bit
stronger. Still, this next form isn’t even twice as hard as his first form. Once he gets to his
third form, it’ll be much more difficult to get a hit on him because his abilities will increase.
In this form, use your prayer skill Protect from Melee if you have it. Waste your prayer
points before Kochei loses again because once Kochei gets to his fourth form your prayer
points will be drained down to 0. If you don’t have Protect from Melee then use food as a
makeshift. In his fourth form he’ll start attacking extremely rapidly. However, most of the
damage that he does is not very critical. You won’t have to kill him for the fourth time. Just
make an attempt to kill him. If you climb back up the ladder during the battle then your
character will have to forfeit. Talk to Thorvald again for a rematch.
Once he kills you (or you kill him), you’ll be teleported back to the upper floor of the
helmet shop. As long as you’ve managed to kill Kochei in his third form and not retreat
from the battle then you’ll get Thorvald’s approval. Also, if you’ve managed to beat Kochei
all 4 times then Thorvald will give you a Fremennik sword as a reward.
Now, head back to the building where Brundt is in and talk to Manni the Reveller.
He’ll approve of you joining the tribe, but only if you can beat him in a drinking contest.
The challenge is to see if you can drink more alcohol than he can. Accept the challenge.
Then take the keg of beer on the table with the three items (the right-most one is the keg).
Speak to Manni again and say that you’re ready. You both will drink your share, Manni
first and you second. Of course, you’ll lose. After Manni finishes talking, take one of the
beer from the table and head to Seers’ Village
On your way towards Seers’ Village, locate the Council workman (he can be found
just before you cross the bridge into Rellekka. Use the beer on him, and he’ll give you a
Strange Object that can be lighted. If you have a tinderbox, do not light it yet or else it’ll
explode on you.
Now, continue heading back to Seers’ Village and find an npc called Poison
Salesman (he’s east of the bank). Talk to him about the Fremennik Trials. He’ll then
advertise his Peter Potters Patented Party Potion, a kind of beer that does not cause
drunkenness, illness, or severe headaches. Buy a keg of beer from him for 250gps and
then go to the bank and withdraw a tinderbox. Return back to Rellekka.
Head to the east outside of the hall where Manni is in. Use the Strange object with
a tinderbox, and use the Lit strange object on the pipe that you can see near the center on
the east wall (the object will then explode like a firecracker and distract Manni while you
do the next step, which involves “cheating”).
Head inside the building and acquire another keg of beer from the table. Use that
keg with the low alcohol one. At the same time, the object will explode distracting
everybody’s attention. Now challenge Manni again. He’ll drink his share, and you’ll drink
your share from the low alcohol keg. Manni will then become severely drunk and will
agree that you can out-drink him in a drinking contest. You’ll then have completed his trial and gained his support.
Now head west to the plaza with market stalls. Talk to Peer the Seer who is
southwest of the marketplace. His objective for you to complete in order to gain his
approval is to complete a puzzle inside his house (his house is the first one directly south
of him). You won’t be able to take any item with you inside, so Peer will aid you by giving
you the option for him to use his magic to store all the items in your inventory directly to
your bank account. Accept. Open the northwest door of the house.
Before you can head inside, you’ll have to solve a riddle. First, read the riddle.
Think real hard about it and try to solve it. The solution for the riddle will be a 4 letter word.
There are four possible answers to the riddle: fire, life, mage, mind, rune, time, tree, and
wind. Try all 8 for a guaranteed solution.
Once in the house, head upstairs and acquire the following items:
1) – Bucket – Open and search the cupboard to the southwest.
2) – Jug – Open and search the chest in the south corner.
3) – Red Disk – Study the Unicorn’s head.
4) – Red herring – Search the bookcase to the north of the room.
5) – Wooden Disk – Study the Bull’s head.
Fill the bucket with water from the tap which is right nearby south of the range and
drain. Use the bucket of water on the jug to get a full jug and a 2/5th full bucket. Use the
jug on the drain to empty it. Then use the 2/5th full bucket on the jug again to get an
empty bucket and a 2/3rds full jug. Refill the bucket from the tap and use the bucket on
the 2/3rds full jug to get a 4/5th full bucket of water. Now that you’ve got a 4/5th full bucket,
use it on the chest with the scale on the north corner of the room. You’ll then acquire a
vase from the chest. Use the vase on the tap to fill it with water.
Next, use the red herring on the cooking range to obtain a sticky red goop. Use the
red goop on the wooden disk to get a red disk. Go down the east ladder. To the west of
you is an abstract mural. If you study it, you’ll find that two red disk spots are missing.
Use both red disks on the mural to acquire a vase lid. Once you have the vase lid, use it
with the vase full of water.
Head back upstairs and use the vase on the frozen table to the northeast. The icy
substance will shatter the vase and leave you with a frozen key. Use the key on the
range. The heat from the range will melt the ice off the key. Now head down the east
ladder again and use the Seers’ key on the north door to exit. Peer will be surprised of
how short it took you to complete the assignment and will vote in your favor to be a
Fremennik.
Now that you’ve got 3 councilors support, head to the house south of the
marketplace. Open the door and talk to Swensen the Navigator. He has constructed a
maze underneath his house to challenge people who wish to be a Fremennik. Accept his
challenge that you’ll be able to accomplish his goal. Then head down the ladder. First, go
in the south portal, then west, then east, then north, then south again, then east, and last
north. Climb up the ladder to complete the challenge.
Head back to Seers’ Village. Withdraw/Acquire raw shark, hatchet, knife, and 5k.
Also get some food and a weapon to be able to beat a lvl69 creature more easily. Head
to the front gate of Rellekka. There you should find Sigli the Huntsman. He’ll require you
to prove your hunting skill by tracking down and killing the Draugen. Ask “what’s a
Draugen?” Accept the challenge, and Sigli will give you a Hunters’ talisman. Click on the
talisman and click on the option locate. The talisman will point to the direction where the
Draugen is. Follow it. If you take too long to locate the Draugen then it’ll move to another
location. Once the Draugen appears attack and kill it. When it dies, the talisman will
absorb its power. Head back and talk to Sigli to have his voice at the council.
Now it is time to get Olaf the Bard’s approval. Olaf is located southeast of the long
building where Manni and Brundt are. His challenge is for you to create and play a
beautiful piece of music in the long hall. Of course, accept his challenge. Talk to him again
to get the details on how you could play the piece of music to impress the crowd.
Go and try to open the door into the long hall east of Olaf. You’ll be stopped by the
Longhall Bouncer. Pick a piece of music that you wish to sing, and the bouncer will tell
you to get lost. Head southeast of Rellekka. Follow the dark trail east. When you see a
yew tree icon, move towards it and cut a branch off of the swaying tree with you axe. Then
use your knife on the branch to make an unstrung lyre. Continue heading east of the trail
until it ends. Then head south. You should see a big ogre named Lalli near a cauldron.
Talk to it. Ask him “other human?” End the conversation, and head back to the front gate
of Rellekka.
A little north of the gate is a small barbarian called Askeladden. Talk to the little
child. Since he was doing the same trial you were, he’d managed to get some wool from
Lalli through a clever scheme. He had given Lalli a pet rock in exchange for the wool. He’ll
then give you a rock that has all the options that a real pet would need.
Anyways, head to the garden southeast of Askeladden. Pick up an onion, a potato,
and a cabbage. Head back and talk to Lalli. He says he doesn’t need another pet rock;
what he needs is something to eat. With your pet rock, cabbage, potato, and onion, place
it all in Lalli’s stew. Once Lalli finishes talking, talk to him again. He’ll exchange his golden
wool for your stew.
Head back to Seers’ Village. You have to use your golden fleece on a spinning
wheel first before you can attach it to your lyre, and the closest available spinning wheel
for you to use is in Seers’ Village. You won’t be able to use the spinning wheel in Rellekka
because you haven’t finished this quest yet. Once in Seers’ Village, go to the second
house with the ladder southwest of the bank. Head upstairs and use your golden fleece on
the spinning wheel. Then use your golden wool on the unstrung lyre.
Head back to the bridge where the Council workman is. From the bridge, move
east along the fence. At the place where the fence ends head south on the small strip of
land. Use your raw shark on the strange altar. A strange figure called Fossegrimen will
magically appear before you in the water and enchant your lyre so that you’ll be able to
perfectly play it.
To gain Olaf the Bard’s support, head back to the place where the Longhall
Bouncer is and this time you’ll be able to head through the door. Go up stage and play
your lyre, and you’ll be finished with Olaf’s trial.
Head back to the marketplace east of the long hall. Talk to Sigmund the Merchant.
Your task to gain Sigmund’s voice is to acquire him a rare flower from someone by using
your merchant skills.
Now that you’ve accepted the challenge, go northwest of the marketplace to the
western pier and talk to the Sailor. Talk to him about the Merchant’s trial. Finish the
conversation.
Go to Olaf the Bard. Talk to him about the Merchant’s trial (from now on, as long
as you’re accomplishing the Merchant’s trial then talk to everyone about the Merchant’s
trial).
Head west of the marketplace into the clothe shop. Have a conversation with Yrsa
to haggle for the pair of boots that Olaf wants.
Go to Brundt the Chieftain and make a suggestion for a reduction on sales tax.
He’ll send you to Sigli the Huntsman.
Head south near the entrance and speak to Sigli. He’ll give you a map of the
unspoiled hunting grounds if you’d acquire a bow string for him from Skulgrimen.
Skulgrimen is in the helmet shop where Thorvald the Warrior is. He will ask for a
rare fish that the Fisherman has recently caught.
Go east to the middle pier. Talk to the Fisherman (he can be found fishing up
north). He requires a deep sea fishing spot map.
To get the map for the Fisherman, head south into Swensen the Navigator’s
house. Talk to him. He’ll trade you the fishing map in return for a weather forecast from
Peer the Seer.
Head northwest from Swensen’s house to find Peer in front of his house. Peer will
trade you the forecast for a bodyguard protection.
Make your way back to Skulgrimen’s shop. Talk to Thorvald the Warrior. He wants
you to convince one of the ?? evelers at the champions’ table to give up his/her token to
you.
Talk to Manni the Reveller in the longhall. He wants you to persuade Thora the
Barkeep to make him her legendary cocktail; then he’ll give up his seat at the table.
Thora can be found in the same building as Manni. She’ll make you one of her oldtime
cocktail drink if you could bribe Askeladden, the child barbarian south of the longhall,
to not steal Thora’s drinks anymore.
Go talk to Askeladden and pay him 5k. He’ll give you a Promissory note to give
back to Thora. Now follow the following steps to finish the Merchant’ trial:
1) – Trade your Promissory note to Thora for her Legendary cocktail.
2) – Trade your Legendary cocktail to Manni for his Champions token.
3) – Trade your Champions token to Thorvald the Warrior for his Warriors’ contract.
4) – Trade Peer the Seer your Warriors’ contract for his Weather forecast.
5) – Trade Swensen the Navigator Peer’s Weather forecast for his Sea fishing map.
6) – Trade the Fisherman the fishing map for an unusual fish.
7) – Trade your unusual fish to Skulgrimen for a Custom bow string.
8) – Trade your Custom bow string to Sigli the Huntsman for a Hunters map.
9) – Trade your Hunters map to Brundt for a Fiscal statement.
10) – Trade your Fiscal statement to Yrsa for a Sturdy boots.
11) – Trade your Sturdy boots to Olaf the Bard for a Fremennik ballad.
12) - Trade your Fremennik ballad to the Sailor for an Exotic flower.
13) – Give the Exotic flower back to Sigmund the Merchant to gain his support.
Go back and talk to Brundt the Chieftain. He’ll acknowledge you as one of the
Fremenniks.
Reward: Rellekka teleport:
Once you have finished this quest, you’ll be able to teleport to Rellekka by playing
the lyre. To have this ability, make another sacrifice of a raw shark to the Fossegrimen
and it’ll enchant your lyre so that whenever you play it, it will teleport you back to the town
of Rellekka. However, you’ll have to offer a raw shark to the Fossegrimen every time after
you use it to re-enchant its power.
Summing it up:
1) – Talk to Brundt the Chieftain in the longhall in Rellekka and ask to become a
Fremennik.
2) – Head to Thorvald the Warrior in the helm shop north of the long hall. Talk to him,
then head downstairs and kill his warrior at least 3 times (you won’t be able to carry any
equipment down with you). If you die the fourth time trying, you’ll end up in the first floor of
the shop, but you won’t lose any items.
3) – Head back to where Brundt is and find an npc named Manni the Reveller. Challenge
him to a drinking contest. Acquire the keg of beer from the nearby table.
4) – Speak with Manni again. You’ll both drink your share of alcohol, and you’ll lose the
challenge. But don’t worry; you’ll get your revenge later on.
5) – Grab a beer from the table in the longhouse. Head to the bridge south of Rellekka
and give the Council workman the beer. He’ll hand you an object.
6) – Speak to the Poison salesman west of Camelot Castle. Pay him 250gps for a low
alcoholic drink. Then withdraw a tinderbox from your bank account.
7) – Head back to the long house. Go to the east outside and then light the strange object
that the workman gave you with the tinderbox. Use the lit strange object on the pipe.
8) – Head back inside the hall. Grab another keg of beer, and use you low alcohol beer
on it. Challenge Manni again, and this time you’ll win.
9) – Head south of the marketplace west of the longhouse and talk to Peer the Seer.
Accept his challenge to discovery your way in and out of his house, which is to the south
of him..
10) – Try to open the west door (you’ll have to go in the west door, and head out the east
to complete this trial). It’ll require the answer to a riddle for you to enter. Guess the code
(use these solutions: fire, life, mage, mind, rune, time, tree, and wind). Head upstairs once
you’re inside.
11) – Make your way around the room and search the following items:
Bucket – Open and search the cupboard to the southwest.
Jug – Open and search the chest in the south corner.
Red Disk – Study the Unicorn’s head.
Red herring – Search the bookcase to the north of the room.
Wooden Disk – Study the Bull’s head.
12) – Use the tap to fill your bucket to 4/5ths full by help from the jug and drain. In order
to do this, first fill your bucket. Dump some of the water in the bucket to the jug to get a
2/5ths full bucket. Empty the jug down the drain. Then fill your jug with the 2/5ths full
bucket to get an empty bucket and a 2/3rds full jug. Refill your bucket from the tap. Use
your bucket of water on the jug to get a 4/5ths full bucket. Then use your bucket on the
chest north of the room to balance the scale. You’ll acquire a vase. Use the vase on the
tap to fill it with water.
13) – Cook you red herring on the range to acquire the sticky goop from it. Use the sticky
goop on the wooden disk to get a duplicate of the red disk.
14) – Head downstairs the east ladder (open the trapdoor if you need to). Use the two
red disks on the abstract mural. You’ll then acquire a lid. Use the lid on the vase.
15) – Go back upstairs. Use the vase on the frozen table to the northeast and you’ll
receive a key. Go back downstairs and use the key on the exit door to complete Peer’s
trial.
16) – Go southeast of Peer’s house into Swensen the Navigator’s house. Talk to
Swensen and accept his challenge. Then head downstairs.
19) – First, head to the south portal. Then move west, east, north, south, east, and north
again. Head up the ladder to complete your assignment from Swensen.
20) – Head back to Seers’ Village to get a hatchet, raw shark, knife, 5k. Go back to the
entrance of Rellekka and talk to Sigli the Huntsman. He’ll give you a Hunter’s talisman.
21) – Locate the talisman to find Draugen, a lvl69 ghost you’ll have to kill. Keep on
locating the talisman until you find the ghost. The ghost will move to another location if
you take too long to locate it. Once you are near the place where you think it might be at,
move around the area until the ghost appears. Attack and kill it.
22) – Head back to Sigli and give him the talisman.
23) – Go northeast from Sigli to find Olaf the Bard. Accept his challenge.
24) – Head southeast from Rellekka with your hatchet and chop a branch off of the
swaying tree (it should have a tree icon on the mini-map). Use your knife on the log to
fletch a lyre (it won’t add to your fletching exp).
25) – From the tree, head southeast and talk to Lalli. Ask him about the other human that
came to exchange for the gold fleece.
26) – Go back to the entrance of Rellekka and talk to Askeladden. He’ll give you a rock.
Then go east into the garden and pick a potato, onion, and cabbage.
27) – Head back and speak to Lalli. Then use your pet rock, onion, potato, and cabbage
on the brewing stew near the area. Speak to Lalli again and he’ll trade you a gold fleece
for the food.
28) – Use the gold fleece on a spinning wheel (nearest usable one can be found in
Seers’ Village). Attach the gold wool on the unstrung lyre. Then acquire a raw shark if you
haven’t already to follow the next step. Head back to where the Council Workman is.
29) – From where the workman is, head west along the fence. Go south on the small
strip of land and use your raw shark on the strange altar. Fossegrimen will appear and
enchant your lyre.
30) – Head back to where Olaf is. West of Olaf is a side door inside the long house.
Open it and head up the stage. Then play on your lyre (the audience will give you
negative feedbacks on your singing skill).
31) – Go to the marketplace in Rellekka. Find and speak to Sigmund the Merchant.
Accept his challenge to deliver him the rare flower that he wants. Now, have a complete
conversation with all of these npcs in the following order (all npcs can be found in
Rellekka):
1. Sailor
2. Olaf the Bard
3. Yrsa
4. Brundt the Chieftain
5. Sigli the Huntsman
6. Skulgrimen
7. Fisherman
8. Swensen the Navigator
9. Peer the Seer
10. Thorvald the Warrior
11. Manni the Reveller
12. Thora
13. Askeladden (bribe him 5k)
Then make your way back around the city and give each npc back what they want.
32) – End your quest by speaking with Brundt.
1.2.6. Gertrude’s Cat
Requirement needed: 100gps (to pay 2 kids for some information), milk (requires a
bucket; to get a bucket of milk, use the bucket on a cow), raw sardine
Item suggested: None
Quest points required/quest completed: None
Quest points given: 1
Reward: 1525 Cooking exp, Chocolate cake, Stew, small Kitten
Speak with Gertrude inside/outside a house south of the trail from Barbarian
Village to Varrock. She’ll tell you that she’s lost her pet cat. Offer to help her find her cat,
and she’ll tell you to speak with Wilough and Shilop in the Varrock Town Square.
Head to the area around the fur stall. There, you should see Wilough, a little boy
child, playing with Shilop. Talk to one of the boys, and pay those 2 100gps for their
information on where Gertrude’s cat can be found. They’ll tell you that the cat wandered
off to the lumberyard. Get a bucket of milk and a raw sardine before you head there.
The Lumberyard is located northeast of Varrock, right next to the bar. Go to the
south side of the round fence and jump over the broken fence. Head to the center of the
area full of crates and climb up the ladder. Pick up the cat then use the bucket of milk on
it. Try to pick it up again, and this time use your raw sardine on it (it will not want the
sardine). Pick it up for the third time, but it still won’t go with you.
Go back to Gertrude and tell her of the situation. She’ll tell you to feed Fluffs, her
cat, its favorite treat, doogle leaves. Go around to the south side of her house and pick up
some doogle leaves (one is enough). Use it with your raw sardine to create a mixture.
Head back to where Fluffs is and feed her the sardine wrapped in doogle leaves.
Pick her up again, but she’ll refuse to go with you because there are some kitten noises.
- 45 -
Runescape Questing and Treasure Trails Guide
Head down the ladder and search one of the pink crates for a small kitten. Then use the
kitten on Fluffs. They’ll both run back to Gertrude.
Talk to Gertrude and tell she’ll tell you that Fluffs has finally returned home.
Because of your generous offer to help her, she’ll allow you to keep one of her pet kittens
as a reward.
Caring for your kitten:
You might notice that some players in the game have a cat trailing them. It is
because that they have finished this quest that they are able to have a pet cat. A cat is the
only creature that you can make follow you, and you can also raise it (over time, you’ll
notice that your kitten will gradually grow into an adult sized cat). If ever you don’t want
your cat to follow you then pick it up and it’ll be counted as a regular item in your inventory
(you can also store your cat in your bank account).
Info and tips about your cat:
- There are many forms of different color and shape cats that you can get. If you do not
like the appearance of your cat, you can click on the “Shoo away Cat” option on your cat
and it’ll run away.
- Feed your cat occasionally for it to grow and be happy at you. It’ll eat raw small fish,
cooked tuna and sardines, and drink buckets of milk.
- Use a ball of wool on it and it’s affection towards you will increase, not to mention that
playing with it will also make it grow faster.
- Your cat loves doogle leaves (can be acquired near Gertrude’s house or near the
unique tree southeast of Rellekka near the rabbits). Wrap (use) your doogle leaves with a
fish and feed it to you cat. It’ll give you a big meow after it finishes it.
- Talk to your cat, pet it, stroke it, and have it chase rats (make sure a rat is in screen
view and click on the option “Chase vermin”). A cat requires much needed attention.
- Your cat will not grow in your bank or inventory, so keep it outside as much as possible.
- If you feed your cat too much, it’ll become an Overgrown Cat. Overgrown cats are
similar to regular cats, but with some ad/disadvantages. What this simply means is that
your cat won’t be able to catch rats as quick or good, but it’ll bring in other players’
attention to look at you and your cat ?. Overgrown cats also do not need to be fed to as
often or acquire your attention as much as regular cats.
- Sometimes when players neglect feeding or talking to their cat then the cat might run
away.
- For a kitten to grow into a full grown cat, it’ll need about 4 hours outside of your
inventory. For a cat to grow into an overgrown cat, it’ll need about 4 more hours of free
time.
- When your cat manages to catch 100 rats, you can speak to Gertrude and she’ll give
you a rat-catching medal.
- If you have a fully grown or overgrown cat, you can exchange it to a men or women in
West Ardougne for 100 death runes.
- Remember to be cautious when your cat is outside of your inventory. Sometimes your
cat will get lost because of obstacles that are in its way or if you are too far from it (the
only way to get too far from its line of sight is by teleporting or running for a certain time).
Choose the option “Pick up Cat” to bring your cat back into your inventory (you’ll need one
free inventory space to do this).
- If you finish Icthlarin’s Little Helper quest then you’ll get an Amulet of Catspeak as a
reward. You’ll be able to read what cats are saying if you talk to them while having the
amulet equipped (you’ll be able to talk to any cat, including other people’s).
- If ever you lose your cat or shooed it away, you can get a new one for 100gps by
speaking to Gertrude (your new cat will not be the same one as your old one. This means
that you’ll have to raise a new cat and earning its respect towards you all over again).
Summing it up:
1) – Talk to Gertrude in the house west of Varrock. Offer to help find her lost cat.
2) – Acquire 100gps then go to the Varrock Town Square. Talk to Wilough or Shilop near
the fur stall and pay those 2 100gps to get the information of where the cat might be.
3) – Get a bucket of milk and a raw sardine. Head to the Lumberyard northeast of
Varrock. Jump over the broken fence on the south side to get in.
4) – Find Fluffs (it’s on top of the central ladder). Feed it the bucket of milk, pick it up,
feed it the raw sardine, and pick it up again.
5) - Head back to Gertrude when Fluffs refuses to follow you back home. Gertrude will
tell you to acquire some doogle leaves. Head to the back of her house and pick one up.
Use it with your raw sardine.
6) – Go to the Lumberyard again and use Fluffs favorite treat on her. Then head
downstairs and search the crates where you hear cats meowing. When you’ve obtained a
kitten then use it with Fluffs. They’ll meow at each other, and run back to Gertrude.
7) – Talk to Gertrude and claim your reward.
1.2.7. Grand Tree, The
Requirement needed: 1k may be needed, ability to defeat lvl173 Black Demon
Item suggested: Teleportation spell, prayer skill Protect Melee, weapon to kill demon
Quest points required/quest completed: None
Quest points given: 5
Reward: 7900 agility exp, 18400 attack exp, 2150 magic exp, full access to all areas in
Tree Gnome Stronghold (including the mine), ability to use the gnome gliders and spirit
trees for teleportation
First of all, head over to the Grand Tree in Tree Gnome Stronghold. Go inside the
tree using the south door. Talk to King Narnode Shareen and ask why he’s worried. He’ll
then take you downstairs through the trapdoor to talk in private. Don’t click on anything,
and just listen to what he says. He’ll tell you that there’s something wrong with the Grand
Tree and seeks your assistance. He’ll tell you to go talk to Hazelmere for advice. With the
Bark sample and Translation book Shareen gave you, head on over to Yanille.
East of Yanille is a small land strip leading to a tower. Go towards it, and pass the
first two bridges. There you’ll spy a couple Jungle spiders. Elude them and head to the
tower on the south direction. Head in and take the ladder upstairs. Talk to the gnome
named Hazelmere. Although you can’t speak gnome language, your character will hand
Hazelmere the Bark sample. Your character will then ask Hazelmere to write down what
he’s saying. He’ll then hand you a scroll. If you want, you can take out your Translation
book and look up the words in the scroll to figure out the sentence, or you can read the
sentence below to know what the scroll says if you’re in a hassle.
“a man came to me with the King seal. I gave the man Draconia rocks and Draconia
rocks will kill the tree.
After figuring out the note, head back to King Narnode Shareen. Say that you
understand what Hazelmere had said. The king will then ask what it was that Hazelmere
told you, and choose the option “none of the above” twice. On the third option list, click on
the second phrase, which should say the first sentence of the scroll: “a man came to me
with the King’s seal.” Next, choose the option “I gave the man Daconia rocks.” On the third
time, choose “And Daconia rocks will kill the tree!” Shareen will then be in a state of shock
because he’s figured that someone forged his royal seal in order to obtain the Daconia
rocks. He’ll explain about Daconia stones, also known as Daconia rocks, and that it must
be recovered. Right now, he needs you to go talk to one of the guardians, Glough, about
the situation.
Head south a little until you reach the entrance from Tree Gnome Stronghold to
Grand Tree. East of the entrance is a ladder. Climb up and speak to Glough. However,
Glough is a hard-headed gnome and believe that the humans will invade the colony. He’ll
direct you to go back to the king, without giving you much assistance.
Go back and talk to King Narnode Shareen again. He states that thanks to Glough,
they have captured a human carrying 3 Daconia stones and are holding him on the third
floor of the tree. Go up and talk to the captured prisoner, Charlie. Charlie denies his
accusation and says that he was just simply following orders. His story is that Glough had
paid him to go to Hazelmere and deliver back to Glough the Daconia rocks. After the talk,
Charlie and you will be suspicious of Glough and Charlie will motion you to search
Glough’s home.
Head back to where Glough lives. Open the cupboard and search it for Glough’s
journal. Speak to Glough again and Glough will order his guards to lock you up in the
same cage Charlie is in.
After the cut-scene, Charlie will talk to you. He’ll tell you that he was sent by
Glough to deliver a large amount of gold to a seaman in the Karamja Shipyard, which is
east of Shilo Village. Then, the king will come upstairs and unlock you from the cage,
saying that Glough had the right to arrest, but that you’re free to go.
Head on over to the Gnome Pilot. Tell him to take you to Karamja (it is a good idea
to bring the runes required to teleport to Ardougne as the place you’ll be ending up at is a
long walk from the Grand Tree, which you’ll have to return to). You’ll then be airlifted in his
glider and arrive at the landing gnome glider’s landing area on Karamja. At the moment,
there’ll be some lvl53 Jogres next to you, so move out of their site if you don’t want to get
attacked. South of the Jogres are Jungle spiders (they’re not visible on the mini-map),
avoid them as well and move east. Along the fence you’ll see a gate. Open it, and the
guard will stop you. Tell him Glough has sent you. Then he’ll ask for a password. The
password to enter the gate is “Ka-Lu-Min”, as mentioned earlier by Charlie. Now open the
gate again and head east. Ignore the Shipyard workers. Find a guy labeled “Foreman”
and talk to him. He’ll then guide you to talk in his office.
The first question he’ll ask is, ”How’s Glough and his wife?” If you answer wrong,
he’ll attack you. It doesn’t really matter if the answer you chose is correct or not. If you kill
him, then he’ll drop a Lumber order. Pick it up and return it to the king. If you don’t want to
fight the Foreman and to get the three answers right, they are:
Question 1: “How’s Glough and his wife?” Answer: “She is no longer with us”
Question 2: “What is Glough’s favorite food?” Answer: “Wormhole”
Question 3: “What is his new girlfriend called?” Answer: “Anita”
Once you have the Lumber order, go back to the entrance of Tree Gnome
Stronghold (teleport to Ardougne or nearby towns to lessen the distance). If you can’t use
any teleportation spells then walk all the up to Brimhaven’s port and talk to the officer to
sail you to Ardougne. From there on, head to Tree Gnome Stronghold. Once you arrive at
the entrance, the guards will not let you open the gate. Speak to Femi, who’s nearby.
She’ll sneak you in for free, if, sometime earlier in the game, you’ve helped her carry the
crate she asked you to. If previously you’ve refused, then you’ll have to pay her 1k for her
to help. She’ll tell you to get in the food cart, and in a little while you’ll be at a couple paces
north of the gate. Now head to King Shareen.
Open the front door of Grand Tree and speak with the king. You’ll share your story
with the king, that Glough’s killing the tree to make a fleet of warship, but the king will
deny the story and tell you to leave.
Now, go up to the third floor of Grand Tree and talk to Charlie. He’ll mention that
Glough left his chest key with his girlfriend, Anita,
Get out of the tree, and head east out of the Grand Tree area and a little north.
Once you see two giant lakes enclosed by a fence (inside the fence are a lot of
kingworms), head directly west of it until you find two staircases. Head up the further one,
and speak to Anita Unpredictably, she’ll hand you Glough’s key without knowing that it’ll
leave to his destruction.
Go to Glough’s house. Use the key given to you by Anita on the chest between the
two benches. You’ll receive an Invasion plans.
Then head back to the king. Give him the Invasion plans. He’ll give you four twigs
that his guards found at Glough’s house. The twigs are as described: one looks like a “Z”,
another looks like a “U”, the third one looks like a box, and the fourth looks like a “t”.
Now, before you head back to Glough’s house, withdraw the best armor and
weapon you have, and a lot of food. You’ll be fighting the lvl173 Black Demon soon. The
nearest bank is in the southwest corner of the first floor in Grand Tree, or you can go to
the main area of Tree Gnome Stronghold and access the bank there. With well-prepared
items, head to Glough’s house. There’s a tree on the east corner of the room, climb up.
Upstairs, you’ll notice that there are 4 pillars north of you. Use the twig that looks like a “t”
on the first pillar on the left. Use the twig that looks like a “U” on the pillar next to that. Use
the twig that is a “Z” on the third pillar from the left, and use the twig that looks like a box
on the right-most pillar. Then you’ll hear the grinding of an ancient pulley stream.
Open the trapdoor in the room. Click on a location in the cavern and you will see
Glough approaching you. He’ll then summon his Black Demon to attack you. If you have
it, I suggest you activate your prayer skill Protect Melee, as the dragon can inflict major
damage on you. If you don’t have it, then use A LOT of food throughout the battle.
After the fight, Glough will disappear. Head east and then north of the cave until
you see some Gnome guards. Talk to King Narnode Shareen. He’ll send his guard to
check out the roots, where the Daconia stones are located at. He’ll discover that Glough’s
hiding underneath the stones. Now go and search the root most east in the room. You’ll
find some Daconia rock. Give them to the king, and peace will once again be with the
gnomes and humans.
Summing it up:
1) – Go talk to King Narnode Shareen in Grand Tree. He’ll give you a Bark sample and
Translation book.
2) – Head on over to the house east of Yanille. Talk to Hazelmere. He’ll then give you a
scroll. The scroll reads:
“a man came to me with the King seal. I gave the man Draconia rocks and Draconia rocks
will kill the tree.
3) – Go back to King Shareen and talk to him. Pick the options that cite the phrases on
the scroll.
4) – There is a ladder south and a little east of Grand Tree (the ladder closest to Grand
Tree). Head up and talk to Glough.
5) – Return back to the king. He’ll tell you that they’ve locked up a prisoner accused of
stealing Daconia rocks.
6) – Head up to the third floor. Talk to the human inside the cage named Charlie.
7) – Head back to Glough’s house. Open, and search the cupboard for Glough’s journal.
Talk to Glough, and he’ll order his guard to arrest you.
8) – Charlie will talk to you for awhile about the shipyard east of Shilo Village. Then, the
king will enter the room and unlock you from the cage.
9) – Talk to the Gnome pilot in the corner of the room. Tell him to take you to Karamja.
Once you land, walk east until you find a fence. Try to open it, and the guard will stop you.
He’ll ask you for a password. Slowly recite “Ka-Lu-Min”.
10) – Head east to the docks. Find a guy labeled “Foreman” and talk to him. He’ll lead
you to his office. Just kill him and take the Lumber order.
11) – Go back to Tree Gnome Stronghold. Speak to Femi and ask her to sneak you in the
gate. She may charge a fee of 1k for her assistance.
12) – Go talk to King Shareen. Then head up to the third floor and speak to Charlie.
13) – Go to the second staircase west of the Swamps in the stronghold. Speak to Anita,
and she’ll hand you a chest key.
14) – Head back to Glough’s house and use the key on the chest. Bring the Invasions
plan back to King Shareen. Then he’ll give you four twigs as described: “Z”, “t”, “U”, “[]”.
15) – Equip yourself with good equipments, and bring some food. Then head back to
Glough’s house. Head up to the second floor and use the twigs on each pillar as follow:
Use twig “t” with left-most pillar.
Use twig ”U” with pillar next to that.
Use twig “Z” with pillar right pf pillar “U”.