The Quest in Gaarenborg Village upon Icewall
by Sir Korivan Stark
The layout of the village is quite simple, consisting of a northern road, main
road, and southern road.
6 5
/ NR - NR - NR - NR - NR \
/ \
/ 1 \
% IG - MR - MR - MR - MR - MR - *
\ 2 /
\ 4 /
\ SR - SR - SR - SR - SR /
3
MR - Main Road NR - North Road SR - South Road
% - Village Entrance 3 - Yngvar, the armorer
* - East Gate 4 - Hemskoen Hiet
1 - Sigfinnur 5 - Gudmundr, the weaponsmith
2 - Askel, the wise 6 - Chieftain's House
Step 1: Speak with Sigfinnur. Sigfinnur's shop is located on the Main Street.
He will ask you if you will accept a task, nod or say yes, and he will give
you a shepard's pie.
Step 2: Take the pie to Yngyar. Yngyar's house is on the Southern Road. He
will take the pie and in return give you a lantern. You must take this lantern
to Gibly.
Step 3: Head to the east gate, and continue to the forest entrance. Then
follow the path southeast twice, south, then southeast twice. From there, go
northeast to find Gibly. Hand him the lantern and he will reveal a path into
the lake.
Step 4: Enter the 'lake' and begin the journey to slay Melusine. From the
entrance to the lake, head northwest once, then north, northeast once, then
north, northwest, and lastly west. There will be enemies along the way, but
they can be killed quickly enough. Head south, then down to the second level.
On the second level, head southeast, south twice, then east. From here,
Melusine's lair is down. Defeating her will yield a scale. You can return to
the surface the same way you came.
Step 5: Take the scale to Yngvar, the same one who gave you the lantern (he is
on the southern road). He will give you a white fur cloak. It should be noted,
that the cloak may be kept to continue the quest at another time. All of the
other items will disappear if the person holding them leaves the realms.
Step 6: Take the cloak to Sverrir, the decrepit. He moves around the town, but
should be easy to find. Give him the cloak, and he will give you a dented
metal disk.
Step 7: Take the dented disk to Ljufa, in the Hemskoen Hiet. Ljufa will give
you a drinking horn and a mug of ale. Take the mug back to Sverrir. The
drinking horn must go to Askel, the wise. Once you give him the horn, he will
give you a small pungent pouch.
Step 8: Take the pouch and head back toward the lake. Go as far southeast as
you can, then continue eastward until a path opens up to the southeast. This
opens up to a narrow path, follow the winding path up. At the top stands a
goblin, Kretcher. Give him the pouch and he will open up the ice to allow you
to enter the tower. Make sure you are prepared for battle before entering the
'ice'.
Step 9: On the first level, head east, southeast, south twice, southwest, and
then west. Enter the crack in the 'ice'. Now you must navigate the second
level of the tower.
Head up, southwest, northwest, northeast twice, southeast, then enter the
crack in the 'ice'. Up from here is the evil Wizard Alrekr. Defeat him to
obtain the Wizard's Hat. Exit the tower the same way you came.
Step 10: Bring the Wizard's hat to Askel, the wise. He will give you a sealed
note to take to Havardr. Havardr is on the Northern Road.
Step 11: Give Havardr the note, and he will give you a sealed scroll. Take the
sealed scroll to Gudmundr, the weaponsmith. He will give you a round circular
stone.
Step 12: Go to the east gates of the Village and go three paces northeast,
then all the way east until you come to a stop. Here, put the stone in the
'niche' and wait for the lever to appear. Pull the lever to activate a shaft
of 'light' that you can enter for the final journey to the Dragon.
Step 13: Once inside, move north and east, always following the path in that
direction. At one point the path will turn southeast, follow that for one
pace, then move west. From there, make sure you are flying to head up and
enter the 'ice' to find the ancient white wyrm, Hemosken. The dragon is very
difficult to defeat, but when defeated will yield its scale.
Step 14: From the dragon's lair, enter the portal to return to the center of
the village. From there, head to the Chieftain's house. The Chieftain will ask
whether you want a weapon or a medallion. Speak which, and the reward is
yours.