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Text Message from an Old Friend


Hi Rita! Come to Jorvik Stables as fast as you can! Exciting stuff has happened! I can’t say more than that right now, you never know who might be reading this! See you soon! Herman 🙂 

Objectives: Ride to Jorvik Stables and talk to Herman.

Rewards: 50 Jorvik Shillings, 40 XP

Reputation: 50 with Jorvik Stables

Meet Herman inside his house at Jorvik Stables.


It worked! You got my text!

Quest completed


The Road to Epona


Hi Rita! Great you could make it here so quickly.

I’ve got wonderful news!

Remember the report Ms Drake gave me before? Exactly, the one she asked you to put in the mail but you gave it to me instead. I’ve read it all, more times than I can count! And… Well…

Hang on, let me just gather myself a moment. One shouldn’t stress when there are important things to talk about. I put some water on to boil for tea earlier. A cup of tea is just the thing for discussing things as important as this!

I think the water’s boiling, could you take it off the heat Rita?

I’ll get my thoughts together while you do that.

Objectives: Take the pot of boiling water off the heat, then talk to Herman again.

Rewards: 5 Jorvik Shillings, 5 XP

Reputation: 10 with Jorvik Stables

Let’s make some tea!


Thanks Rita! Now the water can just rest a little and cool down, then we can make a nice cup of tea for us both.

Right, yes, as I was saying. I’ve read Ms Drake’s report, the one you gave me before, and if I’m completely honest I don’t actually understand very much of it.

You see, nothing’s written in plain language. Codes here, references to other documents there, and vague concepts everywhere.

But what’s completely clear is that something big and unbelievable dangerous is on the go. There are references to something called “Operation Grim Harvest.” There are spreadsheets with entries like “industrial harvest equipment,” “aggressive damage claims,” and “demolition estimates for a city the size of Jarlaheim.” There are forms that mention hiring “heavily equipped external security consultants…” It just goes on and on.

You can hear for yourself Rita, it sounds like G.E.D. are planning something truly terrible. Thing is, there’s nothing that even comes close to evidence in the report, certainly nothing that G.E.D.’s army of lawyers can’t explain away or interpret as something that’s completely within the law.

I’m sorry Rita, but G.E.D. are good. Too good. There’s nothing in this report I could use to stop them.

Don’t look so sad though Rita! Haha!

Just because I don’t understand the report, doesn’t mean that it can’t be used by someone else!

I’ve sent copies to friends around Jorvik, and I’ve had an answer back from some of them. More particularly, from just the person I was hoping to hear from. This is why I’m so happy! Jorvik’s leading warrior in the fight against G.E.D. as been in touch.

The person I’m talking about is the leader of CHILL, a secret organization who are doing all they can to throw nails in the road for G.E.D.

I’ve never met her before, I don’t know what she looks like, and I don’t know where she lives. I only know her name.

Of course I’m talking about Mrs X. Have you heard of her?

Quest completed


On the Other Side of the Gates


Let me explain.

A few days ago, a letter arrived from Mrs X. She wrote that G.E.D.’s report confirmed her suspicions of what G.E.D. are up to in the Harvest Counties. She didn’t want to say anything more in the letter — “safety first!” as she wrote — but if I meet her, she’s promised to tell me more face to face. After that, she’s certain we’ll be able to stop G.E.D. once and for all.

This could be exactly the kind of good news we needed Rita! I must meet her as soon as possible.

She did however have two demands. I need to go to the meeting place alone, and I’m absolutely not allowed to tell anyone about where we’re meeting, not even you Rita. The problem is getting there, because the meeting place is in Epona. Do you know where that is?

Exactly, it’s the area on the other side of the gates near Greendale. Unfortunately, there’s only one way there and it goes through Harald Stormheart’s land. The gates there have been locked for years, and I’ve got no idea how I’d get past. Harald is a very old friend of mine, he’d help us as much as he could, I’m sure of it. Thing is, I can’t talk to him if I can’t get through those gates.

Or, well, of course I mean “we.” I can’t do this by myself, I need help. It’ll be a dangerous journey, certainly not something an old fella like me can handle alone.

So I suppose my question is, will you come with me to Epona, Rita?

Great! Great news! I knew I could count on you. I’ve promised Mrs X that I wouldn’t say  word to anyone about the meeting place, but right up until we get close, we travel together, okay?

Super! I’ve been working on an idea and I’ll tell you about it…

But surely the tea is ready by now. Could you fetch us both a cup?

Objectives: Bring two teacups to Herman.

Rewards: 5 Jorvik Shillings, 10 XP, Cup of Tea

Reputation: 5 with Jorvik Stables

Pick up the two cups on the counter next to Herman to bring him the tea.


Ahh, thanks for the tea, Rita. It’s a lovely cuppa. 

Yes, of course! My idea. Now, listen up.

There’s a secret pathway that goes over the Greydew Mountains. Not a lot of people know that, but it’s been used by soldiers, refugees, and smugglers all throughout history. If I just knew where it was, we’d be able to use it to get ourselves over to Epona. What do you think to that plan Rita?

You wonder how we’ll find out where it is? I don’t suppose it’ll be very easy, but with a little help from our friends, I’m sure it’ll work out. You see, two of the families around here know the secrets of this hidden pathway. We need their help, and if there’s anyone who can get them to help us out, it’s you Rita.

I’ll start making preparations for our trip and try to get hold of all the information I can find about Epona. In the meantime, you get going on finding out where exactly this secret pathway over the Greydew Mountains is. Does that sound like a plan?

Quest completed


Guardians of the Secret Path


The Goldspur family are one of the two families who guard the secrets of the hidden path over the Greydew Mountains. They know where it starts, and without knowing that, we’re not really going to get very far.

Talk to Jakob Goldspur and explain the situation to him. He might be a little suspicious, but if he feels as though he can trust you, I’m sure he’ll give you some info.

Objectives: Talk to Jakob Goldspur.

Rewards: 15 Jorvik Shillings, 5 XP

Reputation: 15 with Goldspur Family

Ride out to the Goldspur Mill and speak to old man Jakob.


Hello there! How can I help you?

You want to find a secret pathway over the Greydew Mountains? What makes you think an old man like me would know anything about something like that?

Quest completed


A Double Obstacle Ahead…


So, you want me to tell you where the secret pathway over the Greydew Mountains begins?

Hmm… Okay. I’ll tell you, but I don’t think you’re going to like what I have to say.

It all began when my dad had an idea. The location of the start of the path was written down on a piece of paper, but he thought that was far too unsafe. He knew a druid in Valedale and with his help he created what he thought was a much better solution: a magic compass.

The compass shows the way to where the path begins, but only if the person using it knows the secret phrases which activate the magic in the old stones guarding the way. Incredibly clever, and a bit more robust than just a little slip of paper. The secret phrases are taught to everyone in our family when we’re kids, but the compass is always looked after by the oldest member of the family. This means that at the moment, the compass is held by me.

Unfortunately though, the compass is gone. Well. Not gone exactly, but it’s a little out of reach right now…

Why is it out of reach?

Umm… That’s not really something I want to talk about. Don’t look so angry, Rita!

Okay, okay, I’ll tell you but you have to promise not to laugh.

Hannibal and Alexander were allowed to borrow it from me a few weeks ago. I thought they’d think it was nice to look at, but they obviously had other ideas. I should’ve known it was a bad idea. Sigh.

They hid it, and then thought it was funny that I should have to look for it. Lots of fun. Hmm. But, before they got to tell me their plan, Idun shouted that it was time for dinner, and you don’t want to keep Idun waiting. They of course ran inside and promptly forgot where they’d hidden it.

I’ve looked and looked and it’s nowhere to be found… They must’ve hidden the compass in quite excellent hiding place, or well at least it’s far too tricky for me anyway. Plus, it’s been decades since anybody’s needed to know anything about the secret path, so I assumed I wasn’t against the clock when it came to finding the compass.

You might have a little more luck than me, Rita. Ask the twins if they can remember where they hid the compass, and perhaps they’ll recall if it’s you who’s asking…

Objectives: Talk to Hannibal Goldspur.

Rewards: 10 Jorvik Shillings, 5 XP

Reputation: 20 with Goldspur Family

Wait to go Gramps… Now I have to deal with the creepy babies…

Speak to Hannibal up by the Goldspur Farm.


Do you want to play, Rita?! Pleeeeeease?!

Compass? Grandpa’s old compass?

Haha, we hid that so well! You’ll never find it, hahaha!

Quest completed


Super Crafty Blackmail


Haha! The compass is hidden in a super crafty place! We’ll never tell you where it is!

But… We do really like candy… Heehee!

We might tell you if we had something sweet… But, you know, don’t say anything to our mother. She’d be super angry!

Where would you find candy? Well our daddy Angus has usually got some, so maybe you can ask him? Heehee, hurry though, otherwise we might forget where the compass is! Heeheehee!!

Objectives: Talk to Angus Goldspur.

Rewards: 10 Jorvik Shillings, 10 XP

Reputation: 10 with Goldspur Family

Listen here, you little shit. Nobody blackmails me and gets away with it, especially not a creepy baby like you…

Tell Angus about this blackmail scheme you’ve become caught in.


Hi Rita! What’s up?

Candy for the twins? No, no, no, they eat far too many sweeties already, the last thing they need is more sugar.

Quest completed


Pick Gunpowder Pepper


Why do you want to give the twins more sweets Rita? You know it’s not good for them.

You need to give them candy so they’ll help you with something important, you say?


Haha, if they want sweeties, then they’ll get them. Specially prepared Angus-candy.

Rita, in the fields around here on our land there’s loads of gunpowder pepper growing. It’s a flower that’s very, very spicy. Completely harmless and great for giving a little kick to some of the simpler meals, but it’s not something you’d exactly call candy. Hehehe…

Grab a few handfuls of gunpowder pepper and the twins can get a taste of candy they’ll not soon forget!

Objectives: Pick some gunpowder pepper flowers in the Goldspurs’ fields, then return to Angus Goldspur.

Rewards: 15 Jorvik Shillings, 15 XP

Reputation: 20 with Goldspur Family

-evil laughter-

The pepper flowers can be found in the horse paddock next to the road, and also in the wheat field.


Great, now let’s make some gunpowder candy! Haha!

Quest completed


Gunpowder Lollipops


So there we go, two lollipops dipped in gunpowder pepper.

This should give those cheeky twins something to think about! Haha!

Tell them from me that if they don’t help you, then all the sweeties they get from me in the future will be seriously spicy!

Objectives: Give the lollipops to Hannibal Goldspur.

Reward: 15 Jorvik Shillings, 10 XP

Reputation: 25 with Goldspur Family

Revenge is a dish best served spicy hot!


Haha yay! Lollies! Gimme!


Slurp, slurp!

Umm… This is hot.

It burns!!


Quest completed


Water for the Twins


IT BURNS! Water! I need water!

Please Rita, give me some water!

I promise I’ll tell you where the compass is if you just give me some water!


Take this bucket! Fill it up from the pump over there! Please hurry, my mouth is on fire! AAAAAAAAAHHHHHHH!!

Objectives: Fetch water for Hannibal Goldspur.

Rewards: 15 Jorvik Shillings, 10 XP

Reputation: 15 with Goldspur Family

Use the bucket on the well next to the house and return to Hannibal.


Glug, glug, glug…

Guzzle, guzzle, guzzle…



Quest completed


A New Prank to Play on Grandpa


That wasn’t very nice, Rita, but you win. This time.

It was pretty funny though, I didn’t think you could have so much fun with just a bit of pepper…

Haha! Now we’ll get Grandpa good next dinnertime.


The compass?

Oh, nah. No idea where it is… We hid it really well somewhere around here in the farmyard. So well hidden that we can’t even find it now. Haha!

If I can remember anything?

Umm… I think it was somewhere high up. Now I remember! It was in one of the silos!

You’ll have to go look for it yourself though, we’ve got to go and pick gunpowder pepper of our own! Thank dad for the tip! Haha!

Objectives: Find the compass, then take it to Jakob Goldspur.

Rewards: 45 Jorvik Shillings, 25 XP

Reputation: 30 with Goldspur Family

The compass can be found in the upper level of the silo by the mill. Once you have found it, speak to Jakob.


Did you find the compass Rita?

Great, where had those little rascals hidden it? Up at the top of the silo? They know very well they’re not allowed to play there. I’ll be having a word with those two scoundrels!

First though, I’ll show you how the compass works.

Quest completed


With the Help of the Compass, We’ll Find the Way


So, here’s how the compass works, Rita.

Take out the compass and say the magic words, “O, Golden Compass, hear our plea, Goldspur’s guardians beg of thee: tell where the secret path may be.”

It’s a bit over the top if you ask me, but my dad liked a little bit of the theatrical and he’s the one who came up with the wording, so I guess that’s how it’s got to be.

Oh well, when you’ve said the magic words, the needle on the compass will point to the direction in which you’ve got to ride to get to a magic milestone. When you reach the stone, place the compass on it and say the next magic phrase, “O, Golden Compass, the way you’ve shown, led Goldspur’s guardians to this magic stone.”

The compass will then show you the way to the next magic milestone, and then you do the same thing again. Continue doing it until you get to the beginning of the secret path.

I don’t know quite why the compass can’t just show you where the path is in the first place, but dad was pretty special like that.

Do you understand how the magic compass works now?


Best of luck to you!

Objectives: The compass is shown on the map, down to the right of your screen. Follow the direction it’s showing until you get to your target, then use the compass there.

Rewards: 10 Jorvik Shillings, 20 XP

Reputation: 40 with Goldspur Family

The compass will actively adjust direction as you ride, leading you to the first stone on Dew Mountain Road, just past the windmill at Goldspur’s Farm.


When you reach the stone, use the compass from your inventory.


Something’s happening to the compass, it’s starting to spin pretty fast, round and round…

Quest completed


Goldspur’s Compass Guides Goldspur’s Guardians


“O, Golden Compass, hear our plea, Goldspur’s guardians beg of thee: tell where the secret path may be.”

The compass needle calms down and is now pointing in a new direction…

Objectives: The compass is shown on the map, down to the right of your screen. Follow the direction it’s showing until you get to your target, then use the compass there.

Rewards: 10 Jorvik Shillings, 20 XP

Reputation: 20 with Goldspur Family

Follow the compass again to each new stone (I’m only listing this quest once, as the dialog is all the same), until you reach the end of the trail and activate the last stone.

Stone 2:


Just off the Dew Mountain Road, toward the Forbidden Fields.

Stone 3:


Under the bridge off the Easter Trail, toward the Forbidden Fields. The easiest way to get down is from behind the Unfortunate Dews’ Farm, but you can also reach it from up the east end of the Eastern Trail, toward Wolf Hall Inn.

Stone 4:


Up the hill off the Eastern Trail, toward Wolf Hall Inn.

Stone 5:


South Grey Gate Pass, Wolf Hall Inn side of the road.


The compass needle stops moving. You must be at the end of the trail.

Behind the bushes and thickets, you see the beginning of an old pathway. It’s almost completely overgrown with weeds, but you’re sure this must be the place where the secret path over the Greydew Mountains begins.

Quest completed


Tell Herman About the Secret Path


You’ve found the secret pathway. You give yourself a pat on the back for a job well down. Time to ride back to Herman and tell him the good news.

Objectives: Ride back to Herman and tell him where the secret path begins.

Rewards: 65 Jorvik Shillings, 50 XP

Reputation: 60 with Jorvik Stables

The first part of the preparations are complete!


 Hello there Rita! How’s it all going? You’ve found the secret path? This is magnificent news!

Very well done. We’re almost ready to head off to Epona.

Quest completed


Chock Full of Tricksy Traps!


 The pathway over the Greydew Mountains isn’t just hard to find, it’s also full of traps. If you don’t know how to get past the traps, then it’s impossible to get to the end of the path. Well, impossible to get to the end of the path alive.

The Jarlassons have been guarding the secrets of the path’s traps for generations. If you can get Dorith Jarlasson to understand why it’s so important for you to use the path, then I’m sure she’ll tell you about the traps. Talk to Dorith Jarlasson and explain the situation to her.

Good luck!

Objectives: Talk to Dorith Jarlasson on Paddock Island.

Rewards: 15 Jorvik Shillings, 5 XP

Reputation: 15 with the Jarlasson Family

Now to begin the second part of preparation.


Hello, dear Rita! How can I help you on this beautiful day?

You want to know how to avoid the traps along the secret pathway over the Greydew Mountains?

That’s one of our family’s oldest and most closely guarded secrets. Are you sure I can trust you not to tell anyone?

Quest completed


An Extremely Valuable Document


So, you’d like to know how to get across the Greydew Mountains. As you’ve probably already gathered, there’s a secret pathway over the mountains, which is, just as it sounds, secret.

The Goldspur family knows where the path is, and my family knows how to get past the lethal traps that are designed to stop the path being used by the enemies of the Harvest Counties.

I understand it’s important for you to get to Epona, so I’ll help you as much as I can. The information you’re after is written in the Jarlasson Code, an old document that’s been handed down through generations, but unfortunately it’s no longer in our possession. Don’t look so horrified! It’s in good hands, which is probably just as well. It does  mean though, that I can’t just give it to you, you’ll have to ask Jill Goldspur for permission to borrow it. 

You see, we donated the code – along with a collections of other old items – to Jarlaheim. We didn’t have the money to look after all our old antiquities properly, and we were worried that they would eventually be destroyed, so we donated them to the city so that they would be looked after properly by trained experts and studied by Jorvegian researchers. I know that the Jarlasson Code is in the cellar of the courthouse and it’s kept in a special room with the perfect temperature and humidity. It’s incredibly highly valued, but I’m sure that Jill Goldspur would lend it to you considering everything you’ve done for Jarlaheim. 

Say hello to Jill from me and come back once you’ve got the Jarlasson Code.

Objectives: Talk to Jill Goldspur.

Rewards: 5 Jorvik Shillings, 10 XP

Reputation: 20 with The Jarlasson Family

Ride to Jarlaheim and speak to Jill near the city courthouse.


You’re wondering if you could borrow a document from the courthouse’s library? It’s not something we’d usually allow, but since it’s you, we might be able to make an exception… Which document are you thinking about?

The Jarlasson Code? The unsolved code that used to belong to the Jarlasson Family? Are you aware that this is one of the most priceless documents we own? It’s out of the question!

Quest completed


Handled by Experts


I’m sorry Rita, but historical documents need to be handled by trained antiques experts. It’s entirely out of the question that you’d get to handle it yourself.

Perhaps my dumbo brother would let you into the library, but as luck would have it, he’s disappeared.


I asked him to sign off on a whole bunch of important paperwork that needs to be sent away by tomorrow morning at the latest. If you see him anywhere, you could tell him to hurry up.

Objectives: Look for Jack Goldspur.

Rewards: 10 Jorvik Shillings, 5 XP

Reputation: 15 with Jarlaheim

He can be found on the ramp up to the wall behind the courthouse building.


Yo yo yo, Rita! How’s it hangin’? You’ve seen Jill? I’m trying to stay out of her way since she’s trying to get me to work. Ever heard anything so awful? Haha!

She wants me to fill in all these boring forms. Look, check out how lame they are!


Quest completed


You Scratch My Back…


Oopsie, there go all those important papers off into the wind.

How terrible… Hehe.

Nothing we can do about it now! Wanna play some video games, Rita?

You want to get into the old library? Why? There’s nothing cool in there, just yawnsome old books and papers.

You wanna go in there and Jill wouldn’t let you?

Okay, of course I’ll let you in there buddy! Maybe you could help me with something first though, yeah? You will? Sweeeeet!

All these dullsville papers, yeah? Jill’s gonna be crazy angry if I don’t sign them. Could you fix that up for me? Pleeeeease?! I promise I’ll let you into the library if you help me avoid her coming in her with a face like a bulldog chewing a wasp… You’ll help me?! Radical!!

Here, take this sweet new pen I just got, it rules! Haha!

Objectives: Sign all the documents for Jack Goldspur.

Rewards: 20 Jorvik Shillings, 15 XP

Reputation: 20 with Jarlaheim

Fart pen!

Dismount your horse to use the pen on the papers dropped on the ground. You only have to sign the first four pages. Make sure to have your sound on as the pen makes some…. interesting… noises. I did this quest over several times just to hear it, because that’s the kind of dumb sense of humor that I have.


What? You’re done already?

Cool pen, right? Haha!

Quest completed


The Views of the Citizens Always Count!


Actually, there was something else you could do for me…


Sweet! You see, everyone who lives here in this town has a ton of opinions about what I should be doing. I try to listen as little as possible, but now I’ve promised Jill that I’ll meet the voting public face to face.

It’s apparently important for my image to get out there and meet the people, and I agree! Who wouldn’t want to meet a legend like me?!

But I haven’t got time. I’ve got tons of important stuff to be doing, like, y’know, mayor stuff. Maybe you’d do it for me?

You can?

Oh, pleeeeeeease?!


Come back once you’re done and I’ll let you into the library, I swear.

Objectives: Listen to the opinions of the residents.

Rewards: 20 Jorvik Shillings, 10 XP

Reputation: 25 with Jarlaheim

Ride around the city and listen to the citizen’s grievances, then return to Jack.

…Except, where did he go? Maybe Jill has seen him.


If I know where Jack is? Has he disappeared again?

Quest completed


The Unreliable Mayor Has Reliable Sisters


Meh, Jack’s pretty unreliable as you know. I don’t think he meant to trick you, he probably just got bored. In any case, I was thinking about what you said about the library, and even though I can’t let you in, I’d still like to help you. 

Here’s a scanned copy of the Jarlasson Code you were looking for. Take it with you back to Dorith.

Objectives: Talk to Dorith Jarlasson on Paddock Island

Rewards: 25 Jorvik Shillings, 25 XP

Reputation: 40 with The Jarlasson Family

Away with the code we go!


You found the Jarlasson Code? Great!

Quest completed


Decoding Assistance


Great work Rita, but now’s when the hard yards begin. We need to crack the Jarlasson Code.

Unfortunately the instructions of how to crack it have been lost, but I think I can remember enough to get us there.

Hmm, it doesn’t look too complex, but even though I’m good at mathematics, I’ll need your help. It’s a lot of numbers to keep in my head at one time. 

If you help me with a little bit of simple arithmetic, then I reckon we can solve this. You ready?

Objectives: Help Dorith Jarlasson solve the Jarlasson Code.

Rewards: 10 Jorvik Shillings, 5 XP

Reputation: 25 with The Jarlasson Family

Pay close attention as you complete the simple equations to solve the first part of the code.


Hmm, I think I’m beginning to understand how this first code is constructed. A little bit more to go though…

Quest completed


Strange Questions to Crack a Code


We’ve still got a bit left to solve before we understand the Jarlasson Code. I hope you don’t think the questions are too strange, but I promise they’ll help me understand all of this!

Objectives: Help Dorith Jarlasson solve the Jarlasson Code.

Rewards: 25 Jorvik Shillings, 5 XP

Reputation: 25 with The Jarlasson Family

Answer the matching questions to help Dorith fill in the next part of the code.


Good, almost there. I just need to work out how this last bit of the puzzle fits in.

Quest completed


An Unconventional Decipher


So, are you ready? This is pretty much the most complicated part. Now, you’ll probably think my questions are completely insane, but don’t worry. It might be a bit of an unconventional decipher, but it’s actually a great way of doing it.

Objectives: Help Dorith Jarlasson crack the Jarlasson Code.

Rewards: 50 Jorvik Shillings, 10 XP

Reputation: 50 with The Jarlasson Family

Complete the matching groups to fill in the final part of the code.


Haha! We cracked it! I’ll write down the deciphered message for you.

There we go!

With these instructions, you’ll be able to get yourself from one end of the secret path over the Greydew Mountains to the other in one piece, avoiding all those traps!

You know where it begins, don’t you? Otherwise I’d recommend vising the Goldspurs, as they know all about that. 

Quest completed


Tell Herman About the Traps


A good job well done there Rita! Here’s the deciphered Jarlasson Code, everything’s there clear as crystal. If you read through it carefully enough, you’ll be able to ride safely along the secret path over the Greydew Mountains.

Give Herman the good news and say hello to him from me and my family. We’re on his side in the fight against G.E.D., but then he knows that already. Bye Rita!

Objectives: Ride back to Herman and tell him how to get past the traps on the secret path over the Greydew Mountains.

Rewards: 25 Jorvik Shillings, 35 XP

Reputation: 60 with Jorvik Stables

Last part of the preparations is done! Tell Herman the good news.


Hello Rita! Everything going well? What’s that? You’ve solved the Jarlasson Code?

Fantastic! And it’s all there? All the information about how to avoid the traps on the secret path? Unbelievable. I’d love to read through it so I can memorize everything that it says.

We’re very nearly ready to go to Epona!

Quest completed


Help Herman Pack


We need to get going as soon as possible Rita. I just need to get a few final things together before we leave. Gosh, it’s a lot to take care of, would you mind helping?

Thanks! It’s been a while since I’ve made a journey like this one, and the Greydew Mountains are known for their ‘unwelcoming’ weather. Once we get down from the mountains though, we’ll be in between the two rivers that run through Epona, Full Moon Water, and the Epona River. It’s always warm there, since the water in the rivers comes from a hot spring deep inside the mountain. It’s this heat that makes the air and water much warmer than usual.

So yes, a trip where you have to change out of your winter coat and into your swim shorts every five minutes isn’t the easiest journey to pack for. Haha!

Rita, would you mind getting my winter clothes and swim shorts for me? I did the laundry yesterday, and it’s still all hanging out to dry, since I forgot to take it down and put it away.

Lovely! Grab the clothes, and then we can be off!

Objectives: Fetch Herman’s clothes that are hanging out to dry.

Rewards: 20 Jorvik Shillings, 15 XP

Reputation: 20 with Jorvik Stables

Go outside and over to the stable’s inn and pluck Herman’s laundry off the line. Return to his house when you have all his clothes.


Lovely! Here are my swimming trunks and my winter coat.

Quest completed


Ride With Herman to the Beginning of the Secret Pathway


So there we go, Rita! I think we’re just about ready to get going to Epona. I’m all packed and ready, so it’s just a case of riding to the beginning of the secret pathway whenever you’re ready. What do you say? Shall we go right now?

Great! I’ll sit behind you on Summerblaze. Come on then, Rita! No time to waste!

Objectives: Ride with Herman to the beginning of the secret path over the Greydew Mountains.

Rewards: 40 Jorvik Shillings, 25 XP

Reputation: 40 with Jorvik Stables

Join Herman and his fat ass on the back of your poor horse, and ride together to the last stone you had found with the compass, just past Grey Gate Pass.


Ah, so this is where the secret path begins. Pretty-well hidden, I’d say.

Ha! Soon we’ll be over the Greydew Mountains and then it’s not long until I meet Mrs X! Rita, I’m certain that once she and I work together, we’ll get rid of G.E.D. from the Harvest Counties quick as a flash!

Now it’s adventure time! Haha!

Quest completed


A Journey on the Secret Path


I feel twenty years younger, Rita! This is going to be tremendous fun. First, we need to get past all those traps on the secret path. I’ll check the map while you ride, and I’ll warn you if you’re getting too close to a trap. 

Take it easy, Rita, but not too easy. Mrs X is waiting for us in Epona, and we have to meet her as soon as possible. Soon enough G.E.D. will get what they justly deserve!

Come on Rita! Let’s go!

Objectives: Ride along the secret path over the Greydew Mountains, and look out for the traps!

Rewards: 20 Jorvik Shillings, 40 XP

Reputation: 50 with Jorvik Stables

Click on the sparkles to enter the beginning of the path. It is not a race so you can take your time. This quest is difficult! If you get hit with a trap, you will have to begin the quest again.

The first two traps are falling trees and rocks off the cliff above you. Stop to let the danger fall and settle, then ride on.

The next trap is a gigantic rolling boulder. You have two options to avoid this one. Herman tells you to run out onto the cliff and stop. If you choose to do that, run as soon as he tells you, out onto the grassy outcrop and the boulder will roll behind you. You can also stop as soon as he tells you to run, stay on the hill, and the boulder will roll past in front of you. Once the boulder is gone, you can continue on.

There are several breaks in the cliff edge you will have to jump over.

The last traps is two sets of geysers that explode in order down the line. These traps repeat, so you will have to time your run past each geyser, then wait for the next to blow before continuing on.

Herman will announce when you have made it past all of the traps on the path. Ride down into the G.E.D. site until a guard stops you and a bulldozer parks behind you, blocking your retreat back onto the path.


Look out! A G.E.D. guard!

Oh shoot, he’s seen us!

Quest completed


Better to Flee Than Fight and Fail


DARN! The G.E.D. guard has sounded the alarm!

This isn’t good, Rita. If they catch us, we’ll never get to know the information Mrs X holds, and we’ll never be able to stop G.E.D.!

Rita, listen carefully now. We’ll never get out of here together.

Do you understand? Ride, Rita. I’ll stay behind.

I know it’s not perfect, but it’s the only way. They’d catch up with me before I’d had a chance to take ten steps, but I’ve seen you ride. You’re the finest rider I’ve ever seen.

You’re the only one who can do this.

I’ll stop the guard so you can escape. You’ve got to do what we came to do now. You’ve GOT to find Mrs X.

Go now Rita, it’s time. Ride to Stormgarden and tell Harald Stormheart what’s happening. 

There’s no more time, the guard’s coming! Go Rita, go! Find Mrs X!


Objectives: Escape the G.E.D. area and get to safety in Stormgarden.

Rewards: 10 Jorvik Shillings, 25 XP

Reputation: 40 with Epona


It took me several  tries to complete it, so have patience and pay attention to the route and obstacles in the way.

Race through the G.E.D. site without getting stopped by the guards. Once you jump the stone fence out of the site, you are in the clear and can ride into Stormgarden safely.


Hey there! Slow down!

Wow, I’ve never seen anybody ride so fast!!

You can relax now, G.E.D.’s guards would never dare step onto my land, you’re safe now my sweet child.

Why do you look so worried?

Quest completed


Meeting the Owner of Stormgarden


Quick, you’ll have to tell everything to my dad, Harald Stormheart.

Hurry now, he’s Herman’s oldest friend. My name’s Tatiana, by the way, I hope we can talk more later, but now you’ve really got to run. 

Quick! Go!

Objectives: Tell Harald Stormheart what happened to Herman.

Rewards: 10 Jorvik Shillings, 5 XP

Reputations: 20 with Epona

Ride into Stormgarden and find Harald near the main house.


Who are you? Are you from G.E.D.?

Herman’s been captured in G.E.D.’s area?

Oh good gracious, no. This is bad.

Quest completed


The Gates on the Road to Jarlaheim


Herman is in G.E.D.’s custody… This is terrible. If we’re lucky, they’ll have reported him to the police for trespassing, but I’m not so sure… They know Herman wants them out of the Harvest Counties, and I think they might take this opportunity to make sure he won’t be able to work against them anymore.


I don’t know what I can do to get him free… But wait, what were you doing on G.E.D.’s land anyway?

Herman was on his way to meet Mrs X?

Hmm… I’ve heard a fair amount about her, but I’ve stayed out of the fight between her and G.E.D.

But if there’s anyone who can save Herman from the clutches of G.E.D., it’s Mrs X. I’m going to do everything I can to help you find her.

First though, I’ve kept myself locked in here on this land for long enough.

I locked my gates so that G.E.D. wouldn’t be able to get onto my land but they just went right ahead and built up their enterprise up on the mountain instead. It doesn’t matter how much I try to hide, G.E.D. just does whatever they want anyway. Now they’ve crossed the line. Kidnapping Herman?! They’ve crossed the line…

G.E.D. has to be stopped.

I’m going to need all the help I can get. There’s no point staying hidden away in here anymore, and if someone from Jarlaheim wants to come and help, then they’re welcome.

Rita, go at once and unlock the gate on the road between my land and Jarlaheim. The code is 1234.

Come back to me once it’s done and we can think about how I can help you out.

Objectives: Use the code you got from Harald to unlock the gate on the road between Stormgarden and Jarlaheim. The code is 1234.

Rewards: 15 Jorvik Shillings, 10 XP

Reputation: 10 with Epona

Ride to the gate and click on the code box to open the number pad. Type the correct code and the gate will automatically open.



Quest completed


The Road to Jarlaheim is Open!


Now the road between Stormgarden and Jarlaheim is open. Ride back to Harald Stormheart and give him the good news.

Objectives: Return to Harald Stormheart.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 35 with Epona

You can now travel freely between Epona and the rest of Harvest Counties.


You’ve unlocked the gate? Good, now people can travel from here to Jarlaheim whenever they want.

Quest completed


A Village by the River


I wish I had some wonderful idea about how you could save Herman from G.E.D., but I can’t think of anything right now. I’ll think and think until my head aches, but I can’t make any promises. Mrs X has the best chance of saving Herman.

Unfortunately, I’ve got new idea of how you’d get hold of her… I don’t know much of anything about her to be honest. Only that she’s incredibly brave, intelligent, and the leader of CHILL. 

CHILL is incredibly secretive, so getting in touch with their leader is no small task.

There’s one person who might now… Pamela Moonriver. She lives in Crescent Moon Village down by the Full Moon River, the river running to the south. She’s openly associated with CHILL, which makes her a brave woman if I ever knew one. If you let her know what’s going on, then maybe she can help you.

My daughter Tatiana is good friends with Pamela, so she’ll be able to help you get in touch with her. Talk to Tatiana.

Objectives: Talk to Tatiana Stormheart.

Rewards: 5 Jorvik Shillings, 5 XP

Reputation: 15 with Epona

Return to Tatiana and explain the situation further.


Hi again Rita, was my dad able to help save Herman?

No? Oh, that’s no good. Let me know if there’s anything I can do.

Quest completed


The Gate to Crescent Moon Village


You need to get in touch with Pamela Moonriver? I know her, so I can help you!

But if you want to get to Crescent Moon Village, you’ll need to unlock the gate here by me first. There’s a combination lock on the gate, and I can’t remember the code for the life of me. The gate is exactly the same as the one on the road to Jarlaheim, but the code. Nope. It’s been so long since anyone wanted to open it. 

Hmm, I’m sure I had a really good system for remembering the code, hang on… How did it go?

Yes! There are four numbers in the code, and the numbers in the code are the same as the number of legs on different animals…

The animals were a bear, a horse, a human, and an ant.

Do you understand? You look unsure, but you’ll get it Rita! Come back if you need more help.

Good luck in Crescent Moon Village!

Objectives: Unlock the gate on the road to Crescent Moon Village. The numbers in the code match the number of legs on the following: bear, horse, human, ant.

Rewards: 10 Jorvik Shillings, 5 XP

Reputation: 45 with Epona

Enter the code 4426 and the gate will open.



The gate opens and the road to Crescent Moon Village is open.

Quest completed


On the Road to Crescent Moon Village


The road ahead of you leads to Crescent Moon Village. That’s where Pamela Moonriver lives, and she can help you find Mrs X.

Objectives: Talk to Pamela Moonriver in Crescent Moon Village.

Rewards: 60 Jorvik Shillings, 50 XP

Reputation: 15 with Crescent Moon Village

Ride down the hill and cross the river. Pamela’s house is the first one across from the bridges.


Hello there, welcome to Crescent Moon Village! I’m Pamela Moonriver.

It’s not often we get to see a new face around here, who are you?

Quest completed


Sacks to the Crescent Moon Mill


So, I hope you don’t mind me asking, but who are you?

Rita, lovely to meet you! Harald and Tatiana Stormheart said I could help you find Mrs X?

Why are you so interested in her, might I ask?

Your friend Herman was captured by G.E.D., you say? Hmm… I’ve heard of Herman. Seems like a good chap.

Do you know what, I promised to take these sacks up to the mill. If you could help me with the last of them, I’ll have a think about how I might be able to help.

Objectives: Help Pamela Moonriver carry the sacks up to the mill.

Rewards: 25 Jorvik Shillings, 20 XP

Reputation: 20 with Crescent Moon Village

Carry the sacks one at a time from in front of Pamela’s house, to the mill around behind her house. Speak to her again when you have carried both sacks.


Thanks for helping. 

You seem like a decent person, and if Harald and Tatiana trust you, then I’m sure I’ll be able to as well.

First, some advice. Be very careful talking about Mrs X and CHILL around these parts. You never know who might be listening…

I’ll ask around, perhaps I know someone who knows where to find Mrs X. I hope you don’t mind me saying, but I’ll also ask around a little bit about you Rita, just to see if I can’t find out a little more about you. Safety first, you know.

That said, it’s going to take me a little while to get in touch with my contacts. Come back tomorrow and I’ll let you know how I’m getting on.

Quest completed

Return to Pamela tomorrow.

In the meantime, let’s go unlock the rest of the gates around Epona.

The Gate at Ingun’s Cliffs


If you want, you can unlock the gate down towards the sea, the one right by Ingun’s Cliffs. The code was… Umm… What on earth was it again?

Of course, it was the same system as the code for the gate for Crescent Moon Village, just with different animals.

For this gate, you’ll have to think of how many legs these animals have: spider, snake, lion, dog.

Objectives: The code is made up of four numbers. The numbers match the number of legs on these animals: spider, snake, lion, dog.

Rewards: 10 Jorvik Shillings, 5 XP

Reputation: 45 with Epona

Ride to the gate and enter the code 8044.



The gate opens.

Quest completed


The Gate to Shipwreck Shores


There’s a locked gate down the road that leads towards Shipwreck Shores. You can unlock that one too if you’ve got time. The code works in the same way as the others, so there are some more animals for you to figure out. You ready?

Beetle, ostrich, fly, cheetah.

Objectives: The code is made up of four numbers. Each number matches the number of legs on the following animals: beetle, ostrich, fly, cheetah.

Rewards: 10 Jorvik Shillings, 5 XP

Reputation: 45 with Epona

Ride to the gate and enter the code 6264.



The gate opens.

Quest completed


The Gate by Wolf Hall Inn


Hey there Rita! What brings you to my fabulous hostelry?

No, no! Don’t answer! I already know! You’re here to try my latest creation: a Buttered Henderson! Mud-marinated gravel with oven-baked slate!

No? You’re sure? It’s an innovative dish, a timeless tribute to Jorvik’s most undervalued stones…

Ah well, maybe another time. What can I help you with then? You want to unlock the gate on the road between Wolf Hall Inn and the Eastern Slopes?

Well of course I can help you! It’s fiendishly simple of course, just put the code into the lock!

Now let me see, the code… Code, code, code… Nope. Totally forgot the code Rita. I’ve written it down somewhere though, but I’ve no idea where, truth be told. Haha! My intellect is astonishing, I just sort all the unimportant stuff automatically into little forgotten pockets so that I’ve got space in my brain for all this awesome innovative cookery I get up to. Totally amazing, right?

Rita, have a look around the Inn and you’ll probably stumble across the code lying around here somewhere.

Objectives: Find the code to the lock on the gate that blocks the road between Wolf Hall Inn and the Eastern Slopes. It’s written somewhere around Wolf Hall Inn.

Rewards: 10 Jorvik Shillings, 20 XP

Reputation: 20 with Wolf Hall Inn

The code is written on the side of the barn at the top of the hill, behind the inn. Return to Ed when you have found the code.


You found the code? It was written on a wall? Haha! I’m just too awesome sometimes, you’ve gotta agree Rita, right? Yeah? Haha!

Quest completed


Unlock the Gate by Wolf Hall Inn


Yeah Rita, I wish you good luck! Have a great time out there on the Eastern Slopes!

Or, hang on… Wait! Maybe they’ve got some amazing incredible ingredients out there! Y’know what? If you get the gate open, come back and let me know so that this can be a new culinary adventure for Ed Field!

Unlock the gate and come back to me when you’re done! Good luck!

Objectives: Unlock the gate on the road between Wolf Hall Inn and the Eastern Slopes. If you don’t remember the code, it’s written on a wall of one of the buildings at Wolf Hall Inn.

Rewards: 15 Jorvik Shillings, 15 XP

Reputation: 15 with Wolf Hall Inn

Ride up to the gate and enter the code 1218.


You unlock the gate.

Quest completed


Open Gates = Happy Landlord!


The gate is unlocked so you can now ride freely between Wolf Hall Inn and the Eastern Slopes. Ride back to Ed Field and give him the good news!

Objectives: Ride back to Ed Field and give him the good news.

Rewards: 40 Jorvik Shillings, 35 XP

Reputation: 50 with Wolf Hall Inn

Last gate opened! You can now access every area of Epona!


Yo Rita! How’d it go?

You unlocked the gate? AMAZEROONIE!

You’ll have to excuse me, I need to start planning an expedition immediately. Woah, I’ve not been this excited in ages!

Quest completed