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
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 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. Remember to collect all loots (marked on the map).
Point 3
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. 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. It's nothing great, but it's worth something.
Point 6
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. Wildings' smell leads to exit from the tunnels, running to The Gidt.
The Gift, Icemark
Point 8
After exiting the undergrounds, switch on warg and continue your hunting.
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. The fight shouldn't be difficult, but don't underestimate enemies.
Point 10
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. 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 warg's skills from Sabraque: Wilding Bracelet.
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.