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Game of Thrones Game Guide

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Not So Wild [SQ] | Chapter 13 - Mors and Alester Game of Thrones Guide

Last update: 11 May 2016

Castle Black, Mole's Town Tunnels

Point 1 - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Point 1

This quest begins during the conversation with Harwyn at the end of the [13th chapter] - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

This quest begins during the conversation with Harwyn at the end of the [13th chapter]. Meet with Qhorin in Common Hall of Castle Black. He orders you to trace wildings, who attacked your brothers builders. Go to Mole's Town.

There is nothing interesting in the forest, so run to the Moles Town - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

There is nothing interesting in the forest, so run to the Mole's Town. When you cross the gate, you'll see three persons who run when notice you. Two of them get into brothel, one right into Mole's Town Tunnels. Get to the tunnels - it's completely optional, but this route has better loots and is more interesting.

Point 2

After getting there, catch the scent leading deeper - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

After getting there, catch the scent leading deeper. Remember to collect all loots (marked on the map).

Point 3

Following the trace you get to the dead end - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Following the trace you get to the dead end. Use R'hllor's vision to find a hidden passage.

Point 4

This passage on west leads to place of the ritual kill one of night watchmen - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

This passage on west leads to place of the ritual kill one of night watchmen. But the scent leads to the passage on south.

Point 5

Optionally, you can find the second scent (this which would take you here through the brothel), thanks to which you get a bag with complete armor of wildings - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Optionally, you can find the second scent (this which would take you here through the brothel), thanks to which you get a bag with complete armor of wildings. It's nothing great, but it's worth something.

Point 6

Scents from both crossroads take you to the hideout of merchant Byam - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Scents from both crossroads take you to the hideout of merchant Byam. Force him to tell who the strangers were and where they have gone. It turns out, that Byam is a traitor who is trading with wildings. You can kill him or let him live. In the first option his friends will run to help him. Nevertheless, the fight should be piece of cake.

Point 7

After the fight switch on dog and follow the earlier scent - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

After the fight switch on dog and follow the earlier scent. Wildings' smell leads to exit from the tunnels, running to The Gidt.

The Gift, Icemark

Point 8 - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Point 8

After exiting the undergrounds, switch on warg and continue your hunting.

Group of wildings stopped at the fireplace (the same youve defeated Yohn once) - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Group of wildings stopped at the fireplace (the same you've defeated Yohn once). Approach them and call Mors.

Point 9

Encounter bursts after short dialogue, which has to let wildings girl, Thistle, run away - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Encounter bursts after short dialogue, which has to let wildings' girl, Thistle, run away. The fight shouldn't be difficult, but don't underestimate enemies.

Point 10

Continue hunting the runaway - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Continue hunting the runaway. Scent will take you to the edge of forest, where Mors finds out where the girl is heading.

Point 11

Chase takes you to the Icemark, where wildings are camping - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Chase takes you to the Icemark, where wildings are camping. You have to make a decision: kill them all or conclude peace. Instinct says that you have to eliminate them, but reason whispers that they're not here to loot and murder. Sabraque and his family are running away from the winter and white travelers. The best solution is to make it peacefully.

Point 12

If you choose the peace, you get an item upgrading wargs skills from Sabraque: Wilding Bracelet - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

If you choose the peace, you get an item upgrading warg's skills from Sabraque: Wilding Bracelet.

If you choose fight, prepare to difficult encounter - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

If you choose fight, prepare to difficult encounter. To win this battle you have to use area damage, stun and knock down at maximum. In the meantime send your dog at magnar, so he doesn't hit you with the flaming sword. This battle doesn't give you anything besides XP and satisfaction.

Return to Qhorin in the Castle Black to report about everything and end the quest - Not So Wild [SQ] - Chapter 13 - Mors and Alester - Game of Thrones - Game Guide and Walkthrough

Return to Qhorin in the Castle Black to report about everything and end the quest.

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