Welcome to the text-based walkthrough of Assassin's Creed: Valhalla. Let's get to know the game together!
Prologue
After an introductory video in which Velva tells the legend of the origin of the world, the game begins as Eivor the child.
Task: get to the king and give him a gift.
- We make our way through the people at the feast, along the way listening to instructions from the father and other elders. At a certain point, the game offers to join the general holiday and dance with the adults.
In the midst of the feast, news arrives of an attack on the settlement. Trying to protect his people and family, Eivor's father dies. After him, his mother is killed. Hoping to escape from his pursuers, the boy falls into a wolf trap, but is rescued by a flock of ravens.
Choice of character
The choice of the acting character is made on the basis of 3 streams of genetic memory. This decision is not final: it can be changed at any time during the game.
Battle of the Northern Route (Rygjafylke)
A matter of honor
We watch a cut-scene in which we are released from the captivity of the people of Kietvi (the man who killed his father).
Task: find and save your team.
- We move through the camp, inspecting it for supplies and useful resources.
- Synchronize the nearest viewpoint.
- We kill the first oncoming guards. In the house nearby you can find letter with orders from kietvi.
- We meet Doug and get a shield. With the help of a raven, we inspect the area and move towards the camp.
- We clean it from enemies and get into the main building through the roof.
- We enter the battle with the first boss Rikiwulf. During the battle, we use powerful blows, parry weak attacks of the enemy and dodge strong ones. Don't forget to keep an eye on your stamina. Having won, we release the captives.
- We leave the camp, destroy the help that came to the rescue, load on a drakkar and set sail. On the way home, we can raid the neighboring settlement of Kietvi and get a valuable reward.
- Upon arrival in Fornburg, we talk with Randvi and invest the experience points earned in the preferred leveling branch (Way of the Raven, Bear or Wolf).
Solace of the Velva
Eivor had a vision. In search of answers to the questions that have arisen, he goes to the seer.
Task: get to Valka's house.
She leads a hermit life, so you have to look for her on the top of the mountain.
- We watch the cut-scene.
- We drink the prepared drug and fall into a dream. Eivor sees a wolf and Sigurd, the named brother of the protagonist. Following them, Eivor finds himself on the edge of a sheer cliff. After a short conversation with Sigurd, he throws himself off a cliff, and in his place appears the head of a huge wolf. Waking up from a dream, Eivor tells Valka about what he saw, but the seer "in her own way" interprets what happened.
Family affairs
The father's ax found in the camp of the enemy needs to be taken care of, and Eivor goes to the blacksmith for help.
Objective: Talk to Blacksmith Gunnar
- We go to Gunnar, talk with him and strengthen our weapons. Gunnar will fulfill this request for free, but subsequent equipment upgrades will be carried out for resources.
- Having completed the blacksmithing, we talk with Randvi, and then we head to Styurbjorn. Having not come to a consensus on the advisability of unleashing a full-fledged war with Kietvi, we leave the king's possessions.
The Return of the Prodigal Son
Randvi tells the good news: Sigurd, her husband, has returned from a long journey.
Task: get to the pier.
- We go to the pier and meet a brother who has returned from a trip along with mysterious companions.
- We follow him and tell about the events that happened during his absence. We watch a cut-scene about the reunion of a father with his son.
- We listen to the story of Sigurd at the feast organized in honor of his return. We talk with people who have gathered at the festival. We learn the first information about the mysterious strangers who arrived with his brother.
- After another conversation with Sigurd and his allies, we accept a hidden blade as a gift.
- We follow the brother and members of the Order of the Invisibles to practice using new weapons. We learn surprise attack on dummies: we practice from a ledge and from a haystack. We make a classic surprise attack in a jump.
- We talk with Sigurd on the pier and go to rest.
disturbed sleep
Task: find and eliminate all the scouts of Kietvi.
- We wake up from the sound of a crunching branch. We pursue and eliminate the man Kietvi.
- We send Shunin (crow) to reconnoiter the area and find hidden enemies.
- We hide in the tall grass and quietly eliminate the scouts. Learning to distract opponents with a whistle.
- We head to Sigurd to tell about the attack, and we become witnesses of his dispute with his father-king.
- We set off to carry out sacred revenge together with our brother and the Invisibles to the nearest village of Kietvi. While traveling on a drakkar we listen to different stories.
- We arrange a raid: we fight with enemy fighters and burn wagons with supplies.
- We report to our brother about the success of the sortie and meet a group of warriors under the command of King Harold. We watch the cut-scene.
cruel fate
Task: discuss with Sigurd the strategy of the upcoming battle.
The atrocities of the Kietvi have come to an end.
- We talk with friends and decide on a duel with Kietvi.
- We fight in a one-on-one battle with the killer of our father in front of the main gate of the village. We carefully monitor his actions and dodge critical attacks. Any missed blow could cost Eivor his life. We consistently parry some attacks and inflict crushing damage. After the unsuccessful attack of the Invisible, we continue the fight in a kind of "arena".
- Having enlisted the support of Odin, we finish the duel and watch the cut-scene. Kyatvi is defeated.
- We break through with a fight into the settlement and open the gates to our squad from the inside. Kyatvi's son is hiding in one of the houses. After a short conversation, we get out of the set fire to the building, watch the flight of Gorm and celebrate the victory.
Birthright
Task: get to Alrekstad.
The victory over the Kyatvi clan is overshadowed by the current truce, which prevents Eivor from killing Gorm. He uses his immunity and openly taunts the main character.
- Having learned from Basid (one of the Invisibles) to hide in plain sight with the help of a cloak, we penetrate Gorm's house and have a “nice” conversation with him.
- We are present at the Althing and become witnesses of how the son of Kyatvi is trying to slander the Crow clan in the dishonorable poisoning of his father. Realizing the falsity of these statements, Harald allows Eivor to decide the fate of the scoundrel.
Given the choice of the king, Gorm will be exiled in disgrace.
Then Sturbjorn makes a speech and kneels before the king, who wants to keep the peace. This act infuriates Sigurd, and he leaves the convocation with Eivor.
Seas of fate
Objective: Find your brother and talk to him.
- With the help of Shunin, we find Sigurd in the camp and go to him.
The brother is not ready to put up with the current state of affairs. He encourages his brothers to leave their native lands and go to England in search of a new home. The freedom-loving and warlike Vikings support him and begin preparations for a long journey.
- We decide the fate of the stolen silver. Sigurd himself does not want to harm his father and intends to start life in England from scratch.
- Before sailing, meet at the pier. We say goodbye to the king and promise him to look after Sigurd. Under the slogan "To England! Or Valhalla! our new adventure in the world of Assassin's Creed begins.
Our days
Layla wakes up after working with the animus.
Task: Look around.
- We leave the hunting lodge. We are in a very picturesque place where we can interact with the outside world. We observe an anomaly in the sky and go out to meet the guests who have come to us.
- We examine the grave of Eivor and walk around the adjacent territory.
- We return to the house and talk with old friends. Now we are working with Sean and Rebecca. We learn a little information about what is happening around.
- We interact with objects in the house. We study ancient artifacts, we pay special attention to the computer. There is a lot of useful information regarding the lore of the game. We can listen to some of Desmond's memories.
- We return to the animus.
Battle of the Northern Route (Ravensthorpe)
Swan road home
We continue to watch the adventures of Eivor. We have arrived in England!
Task: get to the village of Halfdana.
- Floating along the river on a drakkar, we observe the locals. We listen to the comments of our squad regarding their religion and customs.
- We get rid of the chain that blocked the river. To do this, we land on the shore and make our way to the enemy outpost. Eliminate guards if necessary.
- We return to the drakkar and continue the journey. The road is open.
You are not welcome here
A long road led us to an abandoned settlement.
Task: get rid of the robbers.
- We moor to the shore and deal with the robbers who have seized this land. After the external threat is over, we inspect the area.
- We find prisoners in the long house. We talk with them and offer to join our clan. The groom and the merchant agree.
- We watch a cut-scene in which we settle in our new home and talk with our brother and his wife about further actions in England.
New home
Ravensthorpe becomes the new home of the Crow clan. It's time to get it set up.
Objective: Talk to the blacksmith Gunnar.
- We go on a raid for supplies. We sit down on a drakkar and sail to the point indicated on the map. There you can get hold of everything you need to improve the forge and other buildings of the settlement.
- We deal with enemies and collect resources. To complete the task, 30 units of materials are required. The raid is complete.
- We return home to interesting stories and glorious songs. Upon arrival in Ravensthorp, we build a forge for Gunnar.
- Let's go to my brother. Along the way, we can talk to the rest of the inhabitants of the settlement. If you approach Alvis, he will offer a friendly duel in fluting - a competition in versification. To earn praise from the master, it is necessary to parry his statements sharply, preserving the rhyme, rhythm and size of the original verse.
- We return to Sigurd. Brother shows us our room and the letter box. It needs to be checked periodically. After inspecting our monastery, we go to the stable and become witnesses of the dispute between Sigurd and Dag. The brother leaves for Ledecestershire to visit the sons of Ragnar. According to him, they will help the Raven clan settle in these parts and get new allies.
The settlement grows
Ravensthorpe needs to be expanded. It's time to do this.
Task: to increase the level of the settlement.
- With the help of fast travel, we find ourselves at home and select the desired building. Previously, Sigurd recommended doing Improving the Headquarters of the Unseen, so let's start with it.
- To increase the level of the settlement to the required value, it is necessary to build at least two buildings. To be able to buy resources and unique items, we improve the Yanli Trading Post. If the available resources are not enough, we go on a raid.
To serve the light
Haytham prepared a gift for Eivor as a thank you for building the Office of the Unseen.
Objective: follow Haytham.
- We talk with the Invisible and head to the intended point. It turns out that the gift offered is learning to jump Faith.
- We climb to the top, discard doubts and make a legendary jump. From now on, Eivor is one step closer to brotherhood.
- After the lesson, we return with Haytham to the settlement and listen to a brief digression into the history of the origin of the Leap of Faith and its significance for the Brotherhood of the Invisibles.
- In the office we learn about the secret order that the Invisibles oppose, the existence of medallions, one of which we got after defeating Kyatvi, and the pages of the code.
Union map
It is impossible to do without the support of the rulers of neighboring lands.
Objective: Talk to Randvi.
- We head to Randvi and discuss the feasibility of concluding alliances with neighbors. On the territory map, select Lederchestershire or Grentebridgeshire. We chose the first option to see our brother as soon as possible.
Path of the Berserker (pre-order bonus)
Mysterious Berserker
Sigurd set out on his journey, and so did one of the Unseen.
Objective: Find Bjorn and talk to him.
- We return home and check the box with letters. We need Norwid's note.
- After reading it, the quest will be marked on the map. The path is not close, so we stock up on patience and equip the drakkar. We recommend along the way synchronize viewpointsto secure yourself the ability to travel fast in the future.
- Having reached the goal, we release Shunin and inspect the area. The berserker will show up in a cave nearby. We talk with him. During the dialogue, we learn the history of Bjorn and invite him to join the Crow clan. But the berserker does not want to think about anything but revenge on the people who deprived him of his wife.
- Having promised to help, we follow the tame bear and get fish for her. At this stage, it is best to use a bow.
- Having fed Njal, we are ambushed by unknown Merian warriors and “solve” a problem that has suddenly appeared. It turned out that these people got to Bjorn. We rush to his rescue and join the battle.
- After listening to the sad story of the death of his wife, we learn the secret of preparing a berserk broth.
Ritual of the Berserker
The ingredients for making the drink are known, it remains to get them.
Objective: Collect the Mad Berry.
- We head to the nearest monastery, because that is where it can be found most often.
- We return to the gallows tree, where Bjorn is waiting for us. Along the way, you can come across an Animus Anomaly and study it. This is a small parkour mission for Layla to capture the simulation data packet.
- Having delivered the berries, we are waiting for the preparation of the broth and drink it together with Bjorn. The effect of the drink was unexpected. Being in an altered state of consciousness, we fight with a berserker who has turned into a bear. Having won, we set off to take sacred revenge on the people who killed Alfhild.
Revenge of the Berserker
It's time for revenge. To battle!
Objective: Fight Bjorn's enemies.
- We follow the berserker to the haven of the lord and his soldiers. We engage in battle with superior enemy forces and defeat them.
- Without leaving the castle, we call on the squad and extract rare resources necessary for the development of the settlement.
- When the area is cleared, we return to Bjorn. We watch the cut-scene and fulfill the last wish of the old warrior. We go for our favorite flowers for the dying Njal, who gave her last strength in the decisive battle.
- We escort the brave bear to Valhalla and get Bjorn's consent to become a member of the Crow clan.
This concludes the Path of the Berserker quest chain for pre-ordering the Gold Edition of Assassin's Creed: Valhalla.
The Saga of She Who Makes Kings (Ledecestershire)
Sons of Ragnar
And again a long journey.
Task: find Sigurd.
- We leave for the city of Repton. On the way to the destination, we synchronize the towers, gradually opening the world map.
- After a long voyage on a drakkar, we moor off the coast of Snottinghamshire. In order to avoid unnecessary problems, we put on a raincoat and go to the mark. We watch a cut-scene in which we get acquainted with Ivar Ragnarsson and his not the most humane methods for dealing with scouts.
- We follow him and find a brother in the company of allies discussing a plan to seize power in the region.
- We participate in the discussion and express our opinion regarding the candidacy of the new king Kelwulf. After the meeting, we can walk around the city and inspect the location for additional activities. Fluting competition is a good opportunity to take a break from the main campaign and earn some money.
- When the study of Repton is completed, we go to talk with Ubba and prepare for battle. During the dialogue with the Ragnarsson brothers, we comment on the participation of an inexperienced youth, the son of Kelwulf, in the upcoming battle.
- We sit down on a horse and go with the rest to Tamworth. Upon arrival, we conduct a short dialogue with the current king Burgred, who is in a besieged fortress. Not having come to an understanding, we go to the commander and confirm our readiness to participate in the battle.
- The siege has begun. We stand behind the ram and, together with other soldiers, break through the first gate, the palisade and the second gate. We take cover from the hail of arrows with shields and fight off the enemy fighters who have broken through. Then we destroy the two main warriors of Burgred and break the outcome of the battle in our favor. The stronghold of Tamworth is taken.
- We search the chambers of the king and state the fact of his disappearance. We find a letter from Tonna, a mercenary collaborating with the Ragnarsson brothers. Having caught the warrior in a double game, we go in search of her.
Exchange
It is necessary to find out what business Tonna did with Burgred.
Objective: Talk to Sigurd.
- Let's go in search of our brother. We find him in the company of the Ragnarsson brothers and go to negotiations with the mercenary, thinking about what prompted her to make a deal with the current king.
- We meet with Ton and try to negotiate with her. As a mercenary, she agrees to reveal Burgred's supposed location for a fee. If Eivor before won the fluting competition, his charisma will be enough to cut the price in half.
- We find out that Burgred is in Ledecester or Templeborough Castle. Sigurd says that the Ragnarssons may know something about this. Let's go to them to find out more.
- We discuss the situation and decide to split up. Ubba and Sigurd go to Templeborough, and Ivar to Ledecester. Let's join one of them.
Rumors of Ledecester
Ledecester is waiting.
Task: meet with Ivar and discuss the current plan.
- We're going to Ledecester. The path to it is much closer, and there is a synchronization tower nearby. If Eivor visited there before, use fast travel.
- We arrive at the destination and put on a raincoat. Without attracting too much attention, we are looking for Ragnarsson. He will be waiting for us at one of the watchtowers.
- During the dialogue, we learn that Ivar sent a scout for reconnaissance. Without waiting for his arrival, we go to the church on our own. With the help of Shunin, we look around the area and make our way to the forbidden territory through the roof.
- We activate the "look of Odin" and assess the situation. One of the guards will have a key. Use the power of a hidden blade and a hunting bow to deal with enemies without too much noise. We have the key.
- We unlock the closed door and see a sad picture. Ivar's failed scout turned out to be Kelbert, the son of Kelwulf. We release him and exchange a couple of short phrases with him. It turns out that Burgred is not here.
- We get out of the church, protecting Kelbert along the way, and find ourselves in the thick of the battle unleashed by Ivar. We get rid of enemies and reprimand Ragnarsson for such a careless attitude to the life of a youngster.
- Intending to leave Ledecester, we notice an Anglo-Saxon who invites Eivor to participate in a drinking competition. We place a bet and carefully follow the instructions of the mini-game.
Templeborough walls
Burgred's wife is rumored to be in Templeborough. Let's go there.
Objective: Talk to Sigurd.
- We find the brother's camp on the banks of the river and exchange the information received. Ubba claims that the king himself is not here, but his wife is hiding somewhere in the castle walls.
- We set off in search of Lady Aethelsweet. There are many guards in the castle. Operate covertly or engage in open combat. We find a passage in the wall.
- We eliminate the guards and select the book of knowledge. With their help, Eivor learns skills that players have known since Assassin's Creed Odyssey.
- We find Lady Ethelsweet surrounded by maids. During the dialogue, it turns out that under the guise of the king's wife, her devoted worker is hiding. We set off in pursuit of a real lady, ignoring the guards rushing to help their mistress.
- We sit in the boat and pursue the fugitive. With a well-aimed bow shot, we send the rower to Valhalla faster than the Viking, who rushed there on his own. Æthelswita is still trying to swim away from Eivor, but she fails to escape from the trained Norwegian. We overtake her on the shore and tie her up. From the current location to our camp is a stone's throw away.
- After an unsuccessful attempt to untie the lady's tongue, we go to Tamworth.
Strengthening positions
The brothers Ragnarsson and Sigurd gathered at Tamworth. We are being interrogated.
Objective: Meet with allies and speak with Lady Aethelsweet.
- We are trying to talk to Burgred's wife. Eivor's promises, coupled with Ivar's creepy escapade, pay off, and the lady reveals her husband's whereabouts.
- We head to the shelter of the king and eliminate the threat in the face of his bodyguards.
- We carefully search the crypt. It has many hidden passages and secret loopholes with unique secrets. We find the king, tie him up after a short fight and deliver him to the place of Kelwulf's coronation.
Heavy burden
King Burgred is in custody. You can also relax.
Task: take a walk with Ivar.
- We follow Ragnarsson to the destination and celebrate the successful operation.
- We talk heart to heart and learn about the past of a fierce fighter and his brother.
- We wake up after a fun night and hurry to the coronation of Kelwulf. We are witnessing the abdication of Burgred and his exile in Rome.
- The joy of victory in a long confrontation is violated by a messenger who brought news of the invasion of Leofrit's army into Repton. The right hand of the exiled king is still loyal to his master and does not intend to give up without a fight. Let's go to Repton.
- Upon arrival in the besieged city, we are looking for Kelbert and Leofrit. An experienced warrior overtook the youngster on the Island of Tramps. Let's start the boss fight.
- In the battle with Leofrit, we adhere to the following tactics. We try bring down his stamina with well-aimed shots at weak spots and parrying weak attacks. Dodge strong blows and trying to get behind enemy. If attacked head-on, Leofrit will easily dodge Eivor's attacks.
- Having defeated a devoted fighter, it is necessary to decide his fate. Odin himself comes to Eivor to give his opinion.
- We make a choice. We spared a warrior worthy of Valhalla and told him the truth about Burgred's betrayal. The letter, found earlier in the king's hideout, perfectly confirms what has been said.
In gratitude for the saved life, Leofrit tells about the Zealots, who start the hunt for Eivor, unless you burn a scroll with his name in Venonia. This must be done before sunset the next day. Leofrit himself goes to Rome.
- We take Kelbert to the brothers and hand over to the newly-made king. For the sake of his son's safety, Kelwulf asks Eivor to take his son into the Raven clan. Sigurd goes to Oxfordshire to make new alliances.
Hunting
It's time to take care of your safety.
Objective: burn the scroll with Eivor's name.
- Let's go to Venoni. In order not to waste too much time, we will use fast travel.
- We find a scroll. Leofrit did not deceive.
- We burn it.
Now Zealots (deadly dangerous mercenaries) will not get to us for some time.
Report on Ledecestershire
Time to get back to Ravenstor.
Objective: Talk to Randvi.
- We return to the settlement. On the way to Sigurd's wife, we notice a mysterious guest. It turned out to be a merchant who is ready to offer Eivor unique goods. Reda accepts opals as payment.
- We continue our way to Randvi. We report to her that an alliance with Ledecestershire has been concluded. She, like no one else, is happy with our successes.
Song of the Catfish (Grentebridgeshire)
Great Scattered Army
The Crow Clan needs more allies. The next target is Grentebridgeshire.
Objective: Talk to the leaders of the summer army.
- We're off to explore new lands. If the tower in the specified area is synchronized, you can use fast travel.
- We send a crow for reconnaissance and find a group of warriors. We talk with them and find out that Soma and his squad are hiding in the swamps after the defeat in the battle for the city. We set off in search of the Jarlscons.
- Having received a tip, we head for the swamps.
- The people of Soma are captured by the Saxons. We eliminate the threat. Tall grass allows us act covertly. We free the captives and find out that the yarlscon took people to the east. We correct the route and advance in the indicated direction.
- We find the leader in the camp nearby. We introduce ourselves and briefly tell the purpose of our visit. Soma is ready to become our ally if we help her find people and return the occupied lands. We learn about Wigmund, the leader of the Saxons who attacked the city, and the representative of the Order of the Ancients.
Orphans in the swamps
It is necessary to find approximate Jarlskons.
Task: to light the way for the warriors.
- We climb the tower and light a signal fire. The fog begins to dissipate.
- We go looking for people. Liv is in the enemy camp of the Saxons. We clean it and rescue the prisoners.
- Byrne and several warriors are found in a locked house.
- Gallin, surrounded by a pack of wolves, is found on a watchtower. We clear the way and bring the wounded soldier to his senses.
- We return to Soma's camp and discuss what happened with her. People are exhausted but alive. And this is the main thing. There is a big battle ahead of us.
Return of former glory
It's time to return the influence of Soma.
Objective: Talk to the Jarlskona about the upcoming battle.
- Before talking with Soma, we get to know her allies better. After talking with each of them, we return to the leader. After exchanging parting words, we set off for the western gate of Grentebridge.
- After an unsuccessful attempt to reason with Wigmund, we blow up the gates and break through with a fight into the city.
- Having taken part in a tough cut, we head to the long house and destroy the remaining allies and the right hand of the jarl. Despite the fact that Wigmund managed to escape, Grentebridge is again in the possession of the Jarlscons.
- We blow the horn and notify the entire district of the victory in the battle.
- We celebrate the victory and notice the anxiety on Soma's face. We ask the warrior and find out that on the day of the attack, the Saxons made their way into the city through a secret passage, the existence of which was known only to the trinity close to her. One of them is a traitor.
- Having given the word that we will find out the whole truth about what happened, we go in search of evidence.
Attack on Ravensburg
Objective: Talk to Byrna.
- We head to her and learn a little about her past. We find out her opinion about Soma's other friends, and then we offer our help in her endeavors.
- Arranging an attack on Wigmund's men in Ravensburg. We search the area and find another Book of Knowledge.
- We return to Byrne and praise her for her valor.
unholy father
Objective: Talk to Liv.
- Liv wants to get rid of the priest praising Wigmund. Before the upcoming outing again ask questions.
- We make our way to a protected area. We use raincoats to hide from prying eyes and make our task easier. With the help of the "View of Odin" we find a guard with a key and penetrate the territory of the monastery. No one else will poison the minds of ordinary people.
- We leave Walden and receive thanks from Liv.
Destruction of Ernningstone
Objective: Talk to Gallin.
- He wants to burn the houses of people who have gone over to Wigmund's side. After a short question about his past, we set off to fulfill his order.
- Use a torch or burning arrows to reach distant targets. We repulse the attacks of the Saxons who came to the rescue and report to Gallin about the success of the operation.
The smell of betrayal
It is necessary to share the information received with Soma.
Objective: Return to Grantbridge.
- Soma and her entourage managed to capture the scout. We interrogate him and get useful information about the whereabouts of Wigmund. Our goal is on the island of Ili.
- We go to Soma and tell about everything that we managed to find out. At the same time, we share guesses about a possible traitor. information received insufficiently to make a final accusation, so we are focusing on finding more solid evidence.
- To do this, we re-communicate with Jarlscon friends and find out a lot of interesting and previously unknown facts. With each of them you can talk frankly, if the level of charisma allows (and it allows us).
- We perform similar manipulations with the rest of Soma's allies and come to the conclusion that only Gallin has no alibi. A strange letter found in his house only adds to the suspicion.
- To confirm or refute our assumption, we set off to study the secret hole, which was used by the enemies during the capture of the city.
- Traces of yellow paint, which marked the entrance to the cave, will lead us straight to the swamp. It remains to find the drakkar, on which the traitor sailed away.
- We send Shuning on a long flight and carefully examine the area. The painted drakkar was left in the swamps in the marked area.
- We carefully examine it and find a letter in which, according to Eivor, Gallin is mentioned. This evidence is sufficient.
- We post all the information we have and boldly accuse Gallin of betrayal. After listening to our arguments, the Jarlscon with a heavy heart does everything so that this person can no longer harm anyone.
Ely Island
There is one more problem left to solve.
Objective: Meet Soma and her people.
- Wigmund hides in the Monastery. Together with Jarlskoy we go there to take sacred revenge. You can get into the protected area unnoticed through underground passagewhich is marked on the map. There you can pick up another Book of Knowledge.
- Using the advantages of the cloak, we pass by the guards. If everything is done carefully, it will be possible to enter the premises of the monastery without too much noise and immediately join the battle. When the guards are finished, we overtake Wigmund. His time has come.
- Before leaving the monastery, we start a raid and collect useful resources to improve our settlement.
- We return to the camp with Soma and give her hope for a brighter future. From now on, she is our faithful ally.
- We leave Grantebridge with Byrna, who expressed her desire to join the Raven clan. Being unrequitedly in love with her leader, she could not come to terms with her situation and went to where she could really come in handy.
Report on Grentebridgeshire
Another territory became allied. It's time to report this to Randvi.
Objective: Talk to Randvi.
- Let's go to Ravensthorpe. On the way we go to the forge and improve the equipment to excellent condition.
- It's time to start fishing. We are building a fisherman's house.
- We go to Khaisam and give him Medallions of the Order. So far we have 4 of them. Instead, we get a new ability.
- We report to Randvi about another success. Union with Gruntebridgeshire concluded.
Wedding Crashers
Eivor's successes in foreign policy cannot be noted again.
Task: protect the settlement from the raid.
- In the midst of the feast, a messenger appears and reports a Danish attack on Ravensthorpe. We rush into battle and sadly observe how the blacksmith's house, built a few minutes earlier, is on fire.
- Having beaten off the settlement, we are trying to negotiate with the only captured attacker. We find out the necessary information and release the survivor so that he tells his people about the massacre that took place. But Doug and his ax, launched into the back of a warrior, decided otherwise. Explaining his action by the will of Sigurd, he preferred to retire.
The Saga of Then Oswald (East Anglia)
On the making of kings
The Danish attackers came from East Anglia. It's time to deal with this problem, and at the same time enlist the support of the local king.
Objective: Meet the governor-dan.
- We're off to explore new lands. We capture the towers encountered along the way and provide ourselves with the ability to move quickly.
- We find out that the people who attacked Ravensthorp belong to the Ruda clan, and the contender for the throne lacks the strength of character and life experience to pacify the warriors.
- We go in search of Oswald. Having witnessed a small skirmish, we understand that the people do not want to see an inexperienced Saxon on the throne.
- We follow him and delve into the essence of the events. Danes of the Ruda clan are raiding all over the area. We offer help to the future king.
- On the way to Elmenham we meet hostile Norwegian warriors plundering the village. Let's deal with this issue.
- We return to Oswald. We encourage him and accept an invitation to a meal in honor of the future wedding of the Saxon.
- We wait for the night and head to the place of the feast. In order not to waste time in vain, meditate in the best tradition of Geralt of Rivia.
- However, not everyone is happy about the wedding of the Saxon and the Dunk. We stand up for Oswald and challenge the bride's brothers, who insulted the owner of the house, to a fistfight.
- During this short duel, we closely monitor the actions of opponents. A few missed blows will be enough to embarrass yourself in front of the guests. We dodge attacks and parry weak attacks. Regardless of the outcome of the battle, the game will continue.
- Having advised Oswald to be patient, we go to bed.
What do Norwegians want?
Now to the pressing matters.
Objective: Find Oswald and talk to him.
- We find him at work near the city.
- We help him defeat Finnir, who has challenged the newly-made king to a fluting competition. Succumbing to his emotions, Oswald challenges Finnir to a holmgang (death fight). It's too late to retreat, you'll have to fight. Going to an island near Seahenge
- To save Oswald, we replace Finnir in battle and get rid of weapons. We won't need it.
- Having won, we go on a raid on the people of Rud to respect the brothers of the bride with gifts. We destroy enemies and burn carts with cargo.
- Lots of loot around. We free the prisoners and replenish supplies. We send Oswald with gifts to Nordwig.
The winner returns
Nordvig is waiting. It's time to find out if the future king managed to appease his ill-wishers.
Objective: Talk to Oswald.
- Upon arrival in Nordwig, we become witnesses of another conflict. Brodeur refuses to accept gifts from the Saxon. Brotir manages to defuse the situation by delivering a scout. True, not quite alive. We come to the conclusion that the enemies are preparing a raid, and we set off in search of the "language".
- With the help of Shunin, we find the place of the alleged deployment of the enemy and follow there. Having captured the scout, we return to Oswald.
- We interrogate the prisoner, after which we force him to shut up forever. This act caused disapproval from the good-natured pretender to the throne.
- Oswald wants to talk to Rude face to face. We help organize this meeting. We're heading to our destination.
- Along the way, we decide to synchronize the viewpoint and arrange a raid. This will help us further.
- Having reached the allies, we discuss the plan and go to clean up the area. With the help of an underground passage, we make our way to the territory of the enemy without much noise and eliminate the guards. The hidden blade and hunting bow are indispensable weapons at clinch distance and in ranged combat.
- We light a signal fire and wait for Rude to arrive. We watch the cut-scene.
- After a short conversation, Rude calls Oswald to a holmgang. In the heat of battle, the future king and the leader of the Danes fall off the cliff, and Eivor and his allies flee from the encirclement.
The sound of iron
The question of the expulsion of Rude's warriors from England remains open.
Objective: Talk to Finnir.
- It is necessary to destroy the headless clan. To do this, we go to Thetford to acquire new allies.
- The local reeve agrees to join us in the battle against the Ruda clan if we free the captured village. Let's fulfill his request. By the will of fate, the besieged settlement turned out to be a place that we liberated from the invaders in the last task.
- We blow the horn and notify everyone of the victory. Order completed.
- We talk with the ruler of these lands and assign a collection point to the north of Burg Castle.
fury of the sea
We are in for a great battle.
Objective: meet allies.
- We talk with Finnir and give a few parting words to the soldiers in the upcoming battle.
- We break through to the Burg castle on a drakkar under a shower of fire arrows and ram its walls.
- We land on the shore and, having cleared the area from the threat of archers, we harness ourselves to a ram. A few blows and the gates of the fortress will fall.
- We make our way deep into the enemy fortifications and head to the last gate. Rud and Oswald, who managed to survive, are waiting for us there. To free the captive pretender to the throne, we climb the scaffolding and inflict a crushing blow from the air.
- We defeat the Mad Wolf and watch the cut-scene. The enemy is defeated. It remains to decide the fate of Rud. Oswald is categorically against bloodshed. We weigh all the pros and cons and make a choice. We spared our enemy again.
- We are heading to the future king. It was a glorious battle, but a more significant event awaits us ahead: the wedding of Oswald and Valdis.
Roaring horns before the wedding
We are invited to the wedding.
Objective: Talk to the groom.
- We cheer Oswald on the most important day in his life and go to the ceremony.
- The celebration is in full swing. We start to have fun. After arguing with Brotir, we drink a mug of honey and break clay pots with bow shots in the allotted time.
- We participate in the competition of drunkards with Brodeur.
- We remove the drunken Finnir from the roof.
- Having rested on the holiday, we make the final speech.
- The calm and relaxed atmosphere is broken by Rud, who escaped from custody and called Oswald to a holmgang. But this is not his fight. It's time to take revenge on the leader of the Danes. The boss fight begins.
- Rude is out of shape. We parry his blows until we deprive him of endurance, and rush to the counterattack. The enemy is completely defeated.
- We offer Finnir to join our clan in order to fill his life with meaning again. We're heading for Ravensthorpe.
East Anglia Report (+ Tail and Mane)
Task: report to Randvi about the success.
- The girl is glad to see us. But more on business later. A dispute arose between the inhabitants of the settlement. We solve it. Adding to the headache is Doug, who accuses us of trying to seize power in Sigurd's absence.
- When the internal affairs are finished, we return to the world map. Alliance with East Anglia concluded.
Bonus Quests (Ravensthorpe)
When you are taken for granted
Randvi fades before our eyes. You need to help her unwind.
Objective: Travel with Randvi to Grantbridge.
- We take the girl in an armful and leave Ravensthorpe.
- Along the way, we talk about abstract topics and admire the beauties of wildlife. Magni meets us in Grentebridge. While Soma is away, he acts as her deputy. We offer help with the robbers bothering the city.
- Having eliminated the threat and returned the stolen horse, we continue to please the girl. We compete with Randvi in high-speed drunkenness. This time we didn't manage to win, but it's even better: our opponent is happy.
- Before returning home, we fulfill Randvi's last wish: we go to the tower by the waterfall.
- It soon becomes clear that Randvi is in love with Eivor, and a difficult choice awaits us: trust feelings or remain faithful to Sigurd. We didn't hold back.
Wise friend
Someone has arrived at Ravensthorpe. It's time to welcome the guests.
Objective: meet the new arrivals at the pier.
- The guest was Valka. We help the seer with the transfer of things to a new place of residence. We talk about visions and about Odin, who still comes to Eivor.
- Having promised to help with the construction of a new house, we say goodbye to an old acquaintance.
Continue the work of the fallen
One of the residents of the settlement needs support after the loss of a loved one.
Objective: Talk to Tuve.
- We go to the burial place of Svend and console the girl.
- We give her hope for a brighter future and say goodbye to an old friend.
little trouble
The child asks for help. We need to figure out what's wrong.
Objective: follow Knud.
- We run with the boy into the forest and meet his friends. The children heard the howl of a dog in trouble and could not pass by.
- We fight with the boar and get the key to the hut. Yes, he was inside. And yes, we don't know how he got there.
- We go down to the basemyont and free the dog, which turned out to be a she-wolf. From the hunter's diaries we learn additional details about her origin.
- We accompany the children to the village and protect them from a wild pack of wolves. Our new acquaintance does not stand aside and fiercely fights for us.
- For the heroism shown, we allow the predator to stay and give her a new name. From now on, a tame she-wolf named Zhevaka lives in Ravensthorpe.
Paladin Stone (Oxenfordshire)
The coming uprising
It's time to make an alliance with Oxfordshire. Sigurd is already waiting.
Task: find a brother in a tavern in Buckingham.
- We take a course to the southwest and, according to tradition, synchronize viewpointsencountered along the way. The tavern we need is in the "area of suspicion", so we put on a cloak.
- We learn the information we need from the owner of the inn (we used charisma) and set off on the trail of Sigurd.
- We go to the barn with fish and find a brother in the company of Basid. After a short conversation, we head towards the long house and notice that Sigurd is clearly hiding something from us. We watch a cut-scene in which we agree to help Gedrik, an ally of his brother.
- We find Gedrik in captivity of Idwin and her warriors. We get to know her and join the battle after an unsuccessful attempt to negotiate.
- Having won the battle, we talk with the survivors and find out details about the current state of affairs in Oxfordshire. Sigurd, in turn, continues to talk about some kind of prophecy and longs to find Fulke - "God's woman."
- We render a service to Gedrik and set off to save his thegns, who are kept in the ruins of Lee. We make our way into the restricted area and again join the battle. Before leaving this area, carefully search it for secrets and treasures.
- We take the tenov to a safe place. Instead of focusing on finding Idwin, Sigurd and Basid ask people about Fulke's whereabouts. Having believed the convictions of the brother about its true significance for our mission, we return to Gedrik with a report.
Little by little
Before starting an open confrontation with Idwin, it is necessary to weaken her army.
Objective: Loosen Idwin's grip on the region.
- We destroy the supplies scattered all over the map.
- Eliminate assistant Idwin.
We are not in a hurry to complete this task, since we will look at most of the places later in the story.
Path to the abbey of St. Alban
It is necessary to help the brother in his endeavors.
Objective: Meet Sigurd and talk to him.
- We are trying to ask about the purpose of the visit to Fulka, but again we are refused. Nevertheless, we go in search of her.
- We break through to the territory of the monastery and arrange a raid. After eliminating the guards and collecting the required amount of supplies, we penetrate inside the building through the stained glass window.
- Fulke is kept in the basemyont. We negotiate with the clergyman and save the mysterious stranger, whom Sigurd was so eager to meet.
- After talking with her, it becomes clear that Sigurd is looking for an ancient artifact that can shed light on his origin.
- Having got out of the territory of the monastery, we follow the girl to a safe place and continue the conversation. Sigurd's claims of divine origin make us question his sanity.
- The stone that the brother and Basid need is in a secluded place. Let's go in search of him.
Blood from stone
The stone is kept by a friend of the girl. It's time to take him.
Objective: follow Fulke.
- On the way to the destination, we listen to stories about the origin of the ancient artifact. Having reached the ruined fortress, we are looking for the guardian Paul. We move the rack and penetrate into the secret room.
- The enemies got to the abbot before us and took his life. The stone is gone, and Sigurd blames us for it. We respond to the brother's verbal attacks and once again we are convinced of the brother's obsession.
- Outside, we are met by Idwin warriors. We prevent Sigurd and Basid from breaking the word given to Gedrik. An ax sent to the head of one of the fighters becomes a trigger for the outbreak of another massacre.
- We defeat the fighters of Idwin and try to reason with our brother. The words spoken by Sigurd during the argument are enough to give him a good thrashing. And the game gives us such an opportunity.
- Not having come to a single agreement with the brother and Basid, we return to Fulka. We find out from her where Idwin stores supplies for the needs of the army, and we go to the indicated place on the map.
Flame Trap
A little diversion will do a great service in the coming battle.
Objective: Talk to Fulke.
- Having reached the marked area, we release Shunin.
- The Anglo-Saxon, who made a deal with the people of Idwin, refuses to cooperate with us. We resort to the power of our charisma and seize supplies for free. It remains to prepare a trap for the enemies and wait for them to appear.
- We place the vessels with oil in the immediate vicinity of the hay and take a comfortable position. When the opponents approach, we set fire to the vessels with a well-aimed shot. The more enemies in the affected area, the faster this special operation will end.
- We destroy the remaining supplies and go to Fulka. We express our opinion about the possible presence of the Gods in the Sigurd family. The girl is clearly interested in this topic.
Bells Quine Belle
Preparations for the siege of the castle continue.
Objective: Talk to Gedrik.
- We make our way to the forbidden territory and carefully look around. The area is teeming with enemies who will start attacking Eivor as soon as he catches their eye. We operate as discreetly as possible.
- We aim at the highlighted area and destroy the springalds. We can do it manually.
- At the same time, we are looking for wagons with supplies. If we burn them, we'll severely undermine the combat capability of the Idwin warriors. Having arranged a large-scale sabotage, we leave the restricted area.
- We return to Gedrik and report on the success of the operation.
Stone Sag
Idwin's army is rather battered. It's time for a crushing blow.
Task: discuss with Gedrik the plan of upcoming events.
- We report readiness and wait for the order to attack.
- We shoot at the mechanisms of the drawbridge and open our way to the castle. We do everything as quickly as possible, because we risk falling under a hail of arrows from the defenders of the fortress.
- We open the gates to our allies and begin a full-scale offensive.
- We enter the battle with Idwin. We try to get rid of the guards surrounding her in advance, or we connect them in battle with our troops. Left "one on one", we act according to our favorite tactics. We target weak points and knock the warrior off balance. Then we attack, parry and dodge.
- Having defeated the girl, we decide her fate with the permission of Gedrik. From now on, Idwin is forever banished from the lands of Oxfordshire.
- Let's look at Gedrik. He is grateful to us for our assistance and is ready to conclude an alliance.
- We return to Sigurd and Basid. Fulke shows his brother a stone with the symbols of Isu, and he tries to read what is written. Without having time to discuss what we saw, we go out to meet the King of Wessex, who arrived with a huge army. We demand peaceful negotiations.
- Sigurd offers the king an unprecedented deal. He wants to exchange the best warriors as a sign of reconciliation and alludes to Eivor. But Fulke is ahead of us, telling the king about Sigurd's possible connection with the Isu civilization and his value. The brother agrees to stay with them, and Basid promises to follow the enemies.
- We can only return to Ravensthorpe and report to Randvi about the outcome of our sortie.
Report on Oxfordshire
Another ally has become more.
Objective: Talk to Randvi.
- We continue to systematically improve our settlement. We are building a house for a hunter.
- We tell Randvi about what happened in Oxfordshire, but the girl is already aware: she received a letter from Fulke. We read a message in which a representative of the Order of the Ancients promises to take care of our brother. One way or another, an alliance with Oxfordshire is concluded.
War City (Lünden)
Shadows on the walls
In search of new allies, Eivor heads for Lunden.
Task: go to Lunden.
We equip the drakkar and rush to explore new lands. Upon arrival, we become witnesses of a small scene and enter into a fight side by side with our new acquaintance.
- Stowe is one of the rives of the Shire. He brings us up to date and promises to take us to Triggir, with whom we can talk about making an alliance. We follow the river.
- Having reached the destination, we find the body of the ruler, who fell at the hands of ill-wishers. We get acquainted with Erke - the second reef of the Shire. We look around at the crime scene and bit by bit recreate the picture of the events that happened. The last piece of evidence lurks under the ceiling.
- We share our thoughts with allies and develop a plan for the next steps. It is necessary to find traitors and repay them with the same coin. We have 3 goals.
- Found evidence leads us to the temple of Mitra. To penetrate the territory, we eliminate the guards and go down underground.
- Found letters lift the veil of secrecy. We return to Stowe and Erke to share information. Knowing the nicknames and occupation of the criminals, we set off to administer justice.
Break the Arrow
Arrow is a top-notch archer and our first target.
Objective: Meet Stowe at the Western Market.
- During the conversation, we learn that you can meet the Arrow at the archery competition. To get there, you need to get a special coin and present it as a pass.
- With the help of Odin's Gaze, we find the right person, pick up the coin and go to test the Arrow.
- We talk with the organizer of the event and demonstrate our skills. To win, you must hit all the targets within the allotted time.
- The best of the best are honored with a meeting with the Arrow. It turned out to be a certain Avgos. We listen to a pathetic speech and, after waiting for the right moment, strike a decisive blow.
- Having destroyed the traitor and part-time member of the Order of the Ancients, we leave a dangerous place. Time to report this to Stowe.
An interesting moment: after defeating the enemy, Eivor receives the Predator bow. If you learn a certain skill, it will be possible to control the trajectory of the arrow.
Bleed the Leech
Leech conducts surgical experiments on humans. This will help us find her.
Objective: Talk to Erke at the pier.
- Having compared the available facts and with the information of the woman who lost her daughter, we set off to study the first clue.
- After waiting for the night, we begin spying on the messenger, who leads us to the blacksmith. He worked with the missing girl, so he might have some useful information. The best way to move on the rooftops. This is the safest way.
- The man leads us to Bodilsburg Fortress. This is a restricted area, so we will operate in the shadows. If stealth is not for you, we disable the signal bell and enter into an open battle. We find the blacksmith's house and pay a visit. You can get inside through the door or the roof, after destroying the partition.
- Taking advantage of the pumped-over charisma, we talk with him: we learn the name of Leech and fix the fact of her cooperation with the blacksmith. All the "medical" instruments that the healer used for her terrible purposes were produced by him.
- We defeat the blacksmith in a duel and follow the trail of the Leech. We examine the surroundings with the help of Shunin and make our way to the goal.
- Once inside, we activate the "Odin's Gaze" and look for Sister Fridesvida. It is she who is hiding under the guise of a Leech. If you guess the moment, you will be able to make a surprise attack in the style of Altair: quickly, effectively and imperceptibly.
- One less member of the Order of the Ancients. We return to Erke and decide the fate of the book with records of Fridesvida's scientific research. Using common sense, we decide to burn it.
Smash Compass
Ahead of us is a battle with Compass - the leader of the traitors.
Task: Discuss issues with Stowe and Erke.
- We return to the allies and discover a new problem. Arrow and Leech were respected figures in Lunden, and the people, upon learning of their untimely demise, rebelled. We penetrate the territory of St. Paul's Cathedral and discuss further actions.
- At this time, someone sets fire to the cathedral. We get out of the fiery trap and save the allies. The Compass fleet arrived in the city and launched a massive assault on Lunden.
- Once in relative safety, we distribute roles and go to the pier. Along the way, we save some residents from burning houses and help the defenders of the city in the battle against the invaders.
- The compass commands the attack from the floating platform. We swim under water and engage in battle with Vicelin, having previously cleared the adjacent territory from crossbowmen. Fighting with the Compass will not cause difficulties for players who have learned how to dodge blows, parry weak attacks and hit weak spots with bow shots.
- We watch the final cut-scene with the participation of Vicelin and Odin, after which we set off to celebrate another victory. Now we have friends in Lunden too.
Lunden Report
Our fighting friend is waiting for news. Let's not stop her.
Objective: Talk to Randvi.
- We return to Ravensthorpe. The members of the Order of the Ancients have been destroyed, and Lunden has become our ally.
Vinland Saga (Vinland)
In a strange land
Haytham has information about Gorm, son of Kyetvi the Cruel.
Objective: Talk to Khaysum.
During the dialogue with the young Invisible, we learn that Gorm hid in distant lands and took his father's place in the Order. We agree with Nessa to take us to Vinland, and hit the road.
hunting grounds
It was a long journey.
Task: find clues.
- We report our arrival to the manager at the port. No one should know about the true purpose of our visit, so we left our real name and uniform in England.
- We scout the situation and discover clues that will lead us to Gorm. Odin's Gaze helps us a lot with this.
- To begin with, we explore the bloody trail and find ourselves in the local settlement. They will take us to Olaf. We ask a stranger about his past. During the dialogue, we learn about the existence of forest camps, in one of which our enemy is hiding.
- We follow Olaf to the merchant. Locals are happy to exchange weapons and armor for the skin of animals and ore. We are doing barter.
Animal hunting
The only thing left is to find Gorm and bring justice to him.
Objective: Find Gorm in the forest camps.
- Here you can act in different ways. To prepare for the upcoming operation 100%, you need to take care of your own safety. To do this, we explore the map, open the towers and get the supplies necessary for the exchange while hunting.
- We decided not to waste time and, relying on our own skills, went straight to the lair of the enemy. Gorm hides in the Narfljet camp.
- Armed with an okhkvari club, we make our way to the forbidden territory and look for the leader. Having entered into a protracted battle, we try to lure Gorm out of the environment of the allies and fight with him "one on one".
- We send the sworn enemy to Niflheim and get the artifact of the forerunners, which is significant for the entire series.
Meal after the hunt
Gorm is defeated.
Task: return to Olav.
- Olav invites us to join the celebration. We head to the fire and listen to the fascinating stories of local residents. Ignorance of the language does not prevent Eivor from telling one of the many sagas about the adventures of Odin.
- Having finished the story, we leave the apple of Eden to the elder of these lands and prepare to sail. Hild and Olaf thank us for liberation from the yoke of Gorm and bless us on the way back.
Vinland Report
Home Sweet Home.
Objective: Talk to Randvi.
- We return to Ravensthorpe and meet a girl. Randvi confesses that she was worried about us. And we, in turn, promise to someday tell about the events that took place on a distant land. Vinland is with us from now on.
Dragon Book (Shiropshire)
War-weary
Kelbert needs help in reconciling the warring parties. Shiropshire is waiting.
Task: meet and talk with Kelbert.
- The young warrior is waiting for us in the longhouse. Let's hurry to him.
- We find Kelbert during training with Ivar and delve into the essence of the matter. We follow them to the place of negotiations and meet with its participants.
- At the request of Bishop Deorlaf, we talk with representatives of both sides of the conflict and choose a person who will contribute to the conclusion of peace for 650 silver coins. We chose the king's wife, and the bishop approved our decision.
- However, Ivar has an old score with King Rodri. He kills his brother and unleashes a real massacre in the "house of God." There is nowhere to go: we fight and win. But this is only the beginning.
- Outside, the battle continues. We break through to victory, staining the axes with the blood of enemies. Having defeated the people of the king, we are trying to reason with Ivar, but we fail and find ourselves embroiled in a new confrontation.
Sack of Wenlocan
Information has emerged that the Britons are storing some of their supplies at the Wenlocan Outpost. You need to take advantage of this.
Objective: Find the Wenlokan Outpost.
- We make our way to the forbidden territory and eliminate the guards.
- When the external threat is over, we collect supplies and release the captives from the cells. They will fight for us in the final battle.
Valuable supplies
We continue to weaken the Britons. In war, all means are good.
Objective: to talk to the refugees.
- We convince people of our friendliness and get the coordinates of the Dhuston Quarry, where the enemies keep their provisions and keep prisoners.
- We release Shunin for reconnaissance and figure out a plan for subsequent actions. We mark enemies with Odin's Gaze, eliminate them sequentially and look for wagons with supplies to set on fire.
- In the course of a systematic cleansing, do not forget to free the prisoners and collect treasures, which are hidden in abundance in this location.
To the world by blood
Time to get more active
Objective: Find Ivar and talk to him.
- Ivar and Kelbert hide in the forest. Shunin will help to find them.
- We break through with the battle into the camp of the Britons and burn it to the ground.
- We are waiting for the appearance of Inir, the right hand of the king, and we meet him with a naked ax against the backdrop of a settlement turned into ashes.
- We return to Kelbert. The youth does not accept our methods, but he is happy with the victory.
- In order to somehow cheer up the future ealdorman, we go fishing with him. Three eels caught will be enough to cook soup and brighten up the upcoming evening.
- We discuss the current state of affairs with the bishop who has arrived. To avoid subsequent bloodshed, we suggest that Ivar stay away and not interfere in the upcoming negotiations.
- In the morning we are present at the conclusion of peace. Rodri's wife returns the silver to us, calling it a gift for helping us in the common cause.
- It is necessary to please Kelbert. We go in search of the young man. The only person who saw him leave the lager is dead drunk. Let's use charisma and learn from his brother one effective way. He will help bring the guard to his senses.
- We pick up the poor fellow and go "swim." A few seconds in icy water and we learn that Kelbert has gone hunting in the woods.
- The words of the guard lead us to a cave filled with blood. With growing foreboding, we are looking for Kelbert. And we find. Alive but badly wounded. We hurry with him to the camp, but it's too late. The future ealdorman is leaving us. The world will not be!
Kings killer
Ivar is furious and wants revenge. For the first time in a long time, we stand in solidarity with him.
Objective: follow Ragnarsson.
- We are heading to the assembly point, from where the attack on the king's castle will begin. On the way, we listen to the story of the meeting between Ivar and Rodri. Getting ready for the assault.
- After blowing up the vessels with oil, we break through the main gate. We lower the bridge.
- We are separated from Rhodri by several defenders who are destined to fall in battle for their king. Ivar is unstoppable.
- We select the defeated king and follow Ragnarsson to the top of the mountain. It is there that Rodri is destined to turn into a "bloody eagle". A terrible sight.
- When the hated enemy is finished, Ivar reveals a terrible secret. It was HE who killed Kelbert and put the blame on the Britons to provoke a massacre between the warring parties. We can only fight the distraught Dan and avenge the death of a young friend.
- The fight with Ivar will be somewhat different from the previous ones. He easily repels arrows flying at him and does not allow Eivor to finish him off after losing his balance. At a certain point in the battle, he sits down on the ground and asks us questions about his parents, after which he attacks again, demonstrating his true nature.
- Having defeated the scoundrel, we are faced with a choice: put the ax in the hands of Ivar and send him to Valhalla or refuse him. We could not let him be in the same row among the heroes who fell in battle.
- We return to Deorlaf and find Ubba there. With sadness we tell him about the deeds of our brother, but we are silent about the last seconds of his life. Time itself will put everything in its place.
Report on Shiropshire
course home. We are waiting for a difficult conversation with a girl.
Objective: Talk to Randvi.
- Together with a faithful friend, we grieve for young Kelbert. His death was not in vain: an alliance with Shiropshire was concluded.
Tool of the Ancients (Kent)
Abbot's trick
Basim figured something out. Time to visit him.
Objective: Find Basim and talk to him.
- We find the Invisible during a conversation with the priest. He is glad to see us and is ready to share information.
- We follow Basim. He promises to introduce us to his friend Abbe Kinebert. He, in turn, is ready to tell something about Fulk. But for a certain service.
- We need to find out the name of the person who will take over as the new ealdorman and inform Kinebert about it. We start our search from the Tunbridge tavern. We ask people and get a new portion of useful information. To talk an Anglo-Saxon warrior without threats and bribery, we need charisma level 3.
- The envoy of the king was resting in a tavern with a certain Gowan. We find it under the bridge.
- To bring the drunken bard to his senses, let's use the guard's advice from the last chapter. Once in the river, Gowan becomes much more accommodating. Slightly threatening him, we obtain comprehensive information about the location of the envoy of the king. It remains to catch up with him and pick up a letter with the name of the new ealdorman.
- Our destination is Dover Castle. We penetrate the forbidden territory, after which we act according to the situation. We need to get the information without unnecessary sacrifice. We lure the messenger with the help of a whistle to a secluded place and steal the letter.
Dolls and captives
The hunt for Then Tedmund begins.
Task: return to Kinebert.
- We reveal the identity of the future ealdorman and come up with a brilliant plan. By organizing the kidnapping of the ten, we will give the abbot Kinebert the opportunity to "rescue" him and gain the necessary trust.
- We go to the sawmill. This is a forbidden area, so you can not do without victims. We deal with the guards, tie Tedmund and hide in the forest.
- We act out our performance and find out that the captured person is an impostor. However, Tedmund's doppelgänger promises to help us free the captured Danes if we spare his life.
- We follow Shergar to the place where the prisoners are kept. The double does a good job and convinces the guards to leave their post. A detachment of freed Dans will serve us well during the siege of the castle, where the real ten Tedmund is hiding.
- We rest with Basim by the fire and prepare for the upcoming battle. We listen to the story of his past and recognize the Invisible from a completely different side.
Real ealdorman
Prepare to take Rochester.
Task: remove the chain.
- We leave for the enemy fortification on the river and make our way to the forbidden territory. Having quietly eliminated the guards, we take away the key and unlock the door. To get close to the mechanism, we shoot through the hole in the grating into the bolt of the door and go in from the other side.
- Having opened the way for the ships, we return to the allies. Gedrik, who swore allegiance to us, has already arrived and replenished the ranks of our army with his fighters. We agree on the readiness for the offensive and move forward.
- In order to break into the territory of Rochester with the least losses, it is necessary to provide a safe corridor for the movement of the ram. After destroying the springalds, we stand behind the gun and break the main gate.
- Gradually destroying boilers with oil, we accompany the ram to the intended target. We are distracted by the battle with the guards only in case of a direct attack. Beware of vile blows in the back.
- We shoot at the mechanisms holding the drawbridge in the closed position, and open the way for our troops to the very heart of Rochester. Avoid streams of pouring oil.
- It remains to find the Ten. It is located on the observation deck of one of the towers of the castle. There we have to fight him. After a short duel, we set off with Basim to the gates of Rochester.
- Once again, the abbot's army was at the right time in the right place. Suspecting the participation of Kinebert in collusion with us, Tedmund takes poison. The abbot's last chance to curry favor with the king fades with the theng's life.
- Rochester is taken, but Fulke is still one step ahead of us. We celebrate the victory with Gedrik, and then continue on our way.
bloody reception
We again need the advice of the Unseen.
Task: meet with Basim.
- We follow a friend to the abbot and discuss the likelihood of his betrayal. But Fulke got ahead of us.
- We have to play by her rules again to save Sigurd. After a short dialogue, we leave the building through a secret hole on the top floor and hide from the enemies waiting for us outside.
- We're heading for Canterbury. That's where Fulke went, and that's where we should look for our brother. Basim willingly agrees to go with us. On the way, we keep up a conversation with the Invisible and learn about his early years.
- Trying not to make noise, we tidy up the territory of the cathedral. At this stage, we do not need extra attention. Once inside, we deal with the guards and go down to the secret room.
- The message from Fulke in the form of Sigurd's hand once again confirmed her obsession with crazy ideas.
- Having taken useful records from the archives and enlisted the support of Basim, we return home.
Report on Kent
And again, we have nothing to please the members of the Crow clan.
Objective: Talk to Randvi.
- Having crossed the threshold of a long house, we meet with an angry Doug. He refuses to believe the excuses that prevented us from bringing Sigurd home. Having reached the fighting girlfriend, we share the bad news. Foreign policy successes in Kent pale in comparison to the problems that have piled up.
An impending storm
But the misadventures don't end there.
Objective: Defeat Doug.
- Doug is waiting for us on the street, who wants to resolve the conflict that has erupted in the only way he knows. We have no choice but to accept the challenge and fight it.
- We dodge Doug's blows and try to reason with him, but all in vain. Having won the "Pyrrhic victory", we put the ax into the hands of a formidable warrior and send him to Valhalla. Misunderstanding and anxiety in the eyes of the assembled inhabitants of Ravensthorpe force us to retire with our thoughts.
Breviary of the Broken Hearts (Essex)
Unusual offer
Adventure Road takes us to Essex.
Objective: Find Birstan and talk to him about business.
- Upon arrival in Essex, we learn that the lord is away. We find his wife Estrid and learn about the ealdorman's passion for hunting. We go to the indicated place on the map.
- We find the abandoned transit point of Birstan and inspect the area. The lord himself is nearby. We save him from the clutches of an angry bear.
- Let's talk about the message we received. On the way to the city we learn the details of the purpose of our arrival.
- After returning home and giving Birstan some advice on managing Essex, we follow him to Estrid. In order to get the local ealdorman as an ally, we need to help him solve personal problems.
Old wounds
Estrid dreams of returning to her homeland and starting life from scratch. Let's help her with this.
Task: arrange an escape for the wife of the ealdorman.
- We head to Estrid to discuss the details of the upcoming special operation. We listen to the story of her sad past and promise to make her dream come true.
- We follow the girl to a Dan named Rollo, who will help Estrid leave these lands. We find him in a very unattractive form and protect him from the Saxons, with whom the young warrior has his own scores. We arrange a meeting with Dan in his camp.
- Upon arrival at the camp, we learn that it was attacked. Many of Rollo's allies were killed or captured. It is necessary to understand what happened and identify the traitor who helped the enemies to take people by surprise.
- Let's take a closer look at the camp. crushed bushes и abundance of provisions in the camp will help Eivor catch some of Rollo's allies in a lie. When the search for evidence is over, we go to interrogate witnesses.
- We ask a series of similar questions and analyze the answers. Both allies will try to convince us that they were on the hunt, and keep silent about some episodes of what happened. We return to Rollo and share with him the information received. The information available is sufficient to blame Gerhildsystem. (She is ambitious, a poor archer, and often questions the leader's decisions.).
- The traitor is over. It remains to find the kidnapped people and save them. The enemy camp is located south of Colchester.
- We make our way into the restricted area and disable the alarm bell. So that the process of capturing the camp does not take a lot of time, we call the squad and go to the rescue of the allies.
- Rollo is grateful for our help. We ask for a return service and get consent. We now have the captain of a fast ship that will take Estrid outside of Essex.
Child love
One problem less. It's time to arrange Birstan's personal life.
Task: find the old love of the ealdorman and contribute to their meeting.
- Let's go in search of Alpha. Arriving at the desired settlement, we find the woman's house, captured by the Saxons. Eliminate enemies and explore the area. Alfida's brother, who was hiding in the yard, tells us about her abduction.
- We make our way to the hostile camp, in which the beloved eldorman is kept, and look for the captive. The key to the castle is in one of the guards.
- We free Alfida and take her to the house by the lake. Having arranged for her a meeting with Birstan, we are witnessing the reunion of two still loving hearts.
Stolen
It remains to resolve the issue of "kidnapping" Estrid.
Objective: Return to Colchester and speak with Rollo.
- We discuss the details of our daring plan and prepare for its implementation. We need to get to the holiday and kidnap the ealdorman's wife in front of everyone.
- We try to remain unnoticed as long as possible. To do this, we recommend moving around to the intended goal. You still won't be able to avoid detection, but it will make your escape much easier.
- We leave the city with Estrid on our shoulder and move to the gathering place. In honor of the successful operation, we arrange a feast and prepare to sail. Estrid is beside herself with happiness: she is ready to thank Eivor like a woman for his help.
We decided to remain loyal to Randvi and refused her. However, this did not greatly upset the girl.
ups and downs
The requests of the ealdorman have been fulfilled. It's time to talk about union.
Task: to discuss with Birstan our further interaction.
- We find the lord and accept his invitation to hunt. A few boars will be enough.
- We return to the city. There we can talk to Birstan and Alfida in a more favorable environment. And again the bad news: the people of King Alfred tracked down Estrid and are ready to return her to her husband.
- We hurry to the pier and take part in the escalating battle.
- Farewell to Estrid. She deserved a better life.
Essex Report
And we are again expected in Ravensthorpe.
Objective: Return to Randvi.
- We tell the girl about our adventures in Essex and confirm the conclusion of an alliance with the new territory.
Siege of Portchester (Sussex)
Thunderstorm of the southern lands
According to our information, Sigurd is in Sussex.
Task: discuss with Basim a plan to save his brother.
- A large number of our allies have gathered in the longhouse. We find Basim. During the conversation, we get acquainted with Jarl Guthrum.
- Fulke keeps Sigurd in Portchester. We go in search of scouts. By getting rid of them, we will be able to place the army in the immediate vicinity of the fortress and go unnoticed.
- We visit 3 areas marked on the map and get rid of the enemies.
- Having eliminated the threat, we return to the Invisible and immediately enter the next battle. Fulke learned of the impending attack and decided to attack first.
- Having changed the outcome of the battle, we turn the remnants of the enemy army to flight and decide the fate of the defender Fulke, who killed Brotir.
- We carry the body of the fallen warrior to the camp and enter into a skirmish with Guthrum. He believes that we are responsible for the attack, blames it for excessive haste and refuses to participate in the siege of Portchester under our command. We, in turn, decide to weaken Fulke's army before the offensive.
Like a bolt from the blue
It is necessary to weaken the army of Fulke and King Alfred.
Objective: Meet Stowe and capture the enemy camp.
- After talking with Lunden's reef, we are trying to convince the soldiers of one of the many Fulke camps to lay down their arms and avoid unnecessary bloodshed.
- Despite the fact that our idea was not crowned with success, some fighters refused to fight for Alfred and made it easier for us. Having destroyed the rest of the recalcitrant Saxons, we capture the camp and replenish our supplies with the necessary resources.
Ash instead of food
Task: burn the granaries.
- Having discussed with Ubba the plan of further actions, we make our way to the territory of the enemy and arrange a fiery performance. A well-placed torch will do the job just fine.
Break the defenders
The fortress at Briggworth is our next target.
Objective: Talk to Basim.
- Having outlined the next front of work, we make our way to the forbidden territory. Most of the targets are located away from the main fortress, so we try to act as discreetly as possible. If discovered, the Invisible One will help us in battle.
- After destroying the boats with supplies, we set off in search of Fulke's close associates. One of them is located on the pier, the second - in the fortress itself.
- Having dealt with the warriors, we quickly leave the location in order to avoid open confrontation with superior enemy forces.
Scorched earth
Planned sabotage against Fulke continues.
Task: meet with Soma.
- After talking with the jarlscona, we choose a method for destroying supplies. We settled on a safer option and used archers.
- We are guarding the allies who are shelling the Fulke warehouses. Having fought off several attacks of the guards and turned the enemy camp into a huge ashes, we return to our own.
Siege
Preparations for the invasion of Portchester are in full swing.
Objective: meet allies.
- Having distributed the roles in the upcoming siege, we set off to storm the fortress. Fulke is convinced of the impregnability of Portchester. It's time to dissuade her from this.
- Having broken several palisades, we approach the walls of the fortress. We hide behind shields from flying arrows and destroy boilers with boiling oil. We ram the main gate.
- We open the gates for the allies and blow up the fortifications with the help of oil vessels. It remains to penetrate the fortress itself and find Sigurd.
- Fulke and his brother are waiting for us at the church. Leaving the half-dead jarl in the care of Basim, we rush in pursuit of the insane woman.
- Having overtaken Fulke and listened to the flow of pathos speeches, we begin a deadly fight. We try to stay close to the fire and parry the attacks, luring her out of the darkness with a bow. Periodically, the girl will destroy the light source. In this moment you need to enable "Odin's Gaze" and follow her.
- Assessing his position, Fulke will try to escape, but will be surrounded by squads. We continue the fight.
- Having defeated the warrior who lost her strength, we watch a vision with the participation of Sigurd and Odin. And again mysterious predictions. By this time, help arrived in time for the losing Saxons. We hold back the onslaught of fresh enemy forces and go home.
Let's remember the past
Ravensthorpe is waiting.
Objective: Talk to Sigurd.
- The brother has changed a lot and does not feel joy at the sight of us. After hearing accusations about attempts to seize the throne and the senseless death of Dag, we go to the grave of the fallen warrior.
- There we again speak with the jarl and try to reason with him. However, the thought of a divine origin completely took over Sigurd's mind and destroyed the once strong brotherly relationship.
Report on Sussex
The support of a fighting girlfriend will come in handy.
Objective: Talk to Randvi.
- We return to the girl and discuss with her the events of recent days. Despite disagreements with Sigurd, who completely withdrew into himself, Sussex became our allied territory.
Song of Hunwald (Lincolnshire)
Escort for the lord
A mysterious visitor has arrived at Ravensthorpe. Let's go meet.
Objective: Talk to Hunvald.
- After listening to the story of the lord, we head to Botolfston in search of his father, the Eldorman of Lincolnshire.
- Having met with Hunvald in the tavern, we discuss some details and protect him from the bandits. If in one case there will be enough charisma level 3, then in the other you will have to draw axes.
Homecoming
It is necessary to ensure the safety of the lord on the way to Lincolnshire.
Task: to see Hunvald.
- We follow the youngster and delve into the political structure of this area. We are not particularly welcome in the city, so we will have to use a raincoat and a hood. We build a route around the guards and move towards the intended goal.
- After talking with the close ealdorman, we head to the Town Hall, where the rest of Hunvald's allies are waiting for us.
- We leave the lord in a safe place and set off to collect information that could shed light on the mysterious disappearance of the old ealdorman.
In the absence of the ealdorman
It is necessary to search for evidence and possible witnesses of what happened.
Task: search the almshouse.
- We penetrate the forbidden territory through the roof and, after asking the nuns about Hunvald's father, we get a new clue.
- We go in search of the mentioned "baths" and examine the discovered sewers.
- We maneuver between the guards or secretly get rid of them in order to go further. An underground hole will lead us to the place of the recent battle. We analyze the evidence found and recreate the full picture of what happened.
- Everything points to the fact that Ealdorman Hundbeort was here, but managed to escape. The tracks lead to Bolingbroke. We follow him.
- With the help of Shunin, we find the desired castle and clean up its territory. Having overheard the conversations of the guards, we learn about the deplorable state of the old ruler.
- When the enemies are finished, we go down to the basemyont and become witnesses of a terrible sight.
- We search the premises for personal belongings of the ruler in order to provide Hunvald with evidence of the death of his father. A personal brooch is perfect for this purpose. We return to the town hall and inform the audience of the sad news.
Ointment for a fresh wound
The future ealdorman is crushed by the sad news of his father's death.
Objective: Find Hunvald and cheer him up.
- We go to Akha and find out where the young warrior can be. Having received the coordinates of his favorite place, we follow the old tree.
- We find Hunvald with a bottle in his hands and keep him company. Remembering a few stories from the past, we head for Grimsby. On the way we get ambushed. Attentively examine the thick grass и bushes and eliminate the lurking warriors. We continue the path.
- In Grimsby we get acquainted with the second half of Hunvald - Swan Article. We leave the lovers alone and head to Elfgar.
Tan of Lincoln
It is necessary to get acquainted with another contender for the post of Eldorman.
Objective: Talk to Elfgar
- Having visited the close Hunvald, we accept from him a gift of the light bow of Hundbeort himself, after which we go hunting. There we meet with Grim and go in search of a huge bear in a cave.
- Wolves are waiting for us inside. We defeat them and, leaving the shelter of predators, we observe a column of smoke: someone attacked Elfgar's estate. We hasten to help.
- We overcome the invaders and talk with an ally. A lot of work awaits him to restore the settlement.
Where will the stone fall?
Eldorman elections are ahead. We must attend the council.
Objective: Talk to Ahoy.
- We meet with an ally at the council and find out that the decisive vote that will determine the fate of Lincolnshire is ours.
- We consult with those present and make our choice. Of the three candidates, we decided to stop at Hunvald, believing that over time he would be able to become a worthy ruler and successor to his father's work.
- But one of the candidates could not come to terms with the defeat and meanly betrayed everyone. We deal with the warriors of Kherefrit and prepare to avenge the fallen.
Rain of swords at Ancaster
Hererit hides in the fortress in Ancaster. Hunvald's army is already ready for the siege.
Task: to discuss the state of affairs with the new ealdorman.
- We meet with allies and develop a plan for further action. We follow Hunvald to the temporary camp, from where the attack on the fortress will begin.
- We harness ourselves to the ram and move towards the main gate. After inflicting several crushing blows, we penetrate the territory of the fortress.
- After destroying several obstacles and lowering the drawbridge, we follow the trail of Kherefrit. He hides in a church. Having lured out the guards and dealt with them one by one, we strike the main target with a decisive blow.
- We return to Hunvald and report that the bishop will no longer harm anyone. We say goodbye to the new ealdorman and agree to temporarily shelter Swan Become in the Raven clan in order to protect her from possible dangers.
Lincolnshire Report (+ Canvas Controversy)
Good news awaits in Ravensthorpe.
Objective: Talk to Randvi.
- On the way to the long house, we drop in on Khaisam. We have accumulated enough medallions of members of the Order of the Ancients to exchange them with the Unseen for a new ability.
- Let's go to a friend. A dispute arose again among the inhabitants of the settlement, which the jarl will have to resolve. But the brother does not want to go out to people. After listening to everyone, we are going to make a decision, but Sigurd intervenes in the matter.
- We are trying to challenge the unjust punishment handed down by the jarl, but we are failing. The crack in his relationship with his brother grows even larger.
- We return to Randwy and declare Lincolnshire a union territory.
City of Greed (Jorvik)
Old friends
The North of England is under the control of the Order of the Ancients. We're heading for Jorvik.
Objective: Look around at Jorvik's pier.
- Upon arrival in the city, we set off in search of our friends. We ask local residents about the possible location of Khyer and Lufvina.
- Having received a hint from the boy, we follow the harbormaster and get a detailed description of their house.
- We look inside: there was some kind of brawl. Found evidence and bloody footprints will lead us to Lufvina.
- Escort the girl to the royal palace. In order not to be detected, we merge with the environment and try not to catch the eye of the guards.
- Hier is waiting for us at our destination. After talking with him, we get the names of three members of the Order of the Ancients.
- We introduce ourselves to King Riksig and tell him about the purpose of our visit to Yorkshire. Having received from him a promise of non-interference in our investigation, we go with Khyer to Lyufvina. Now we have something to do in the northern region of England.
Burn down Golovnya
The people of the "Scarlet Hand" seriously took up the destruction of ancient books. And Golovnya is somehow involved in this.
Objective: Search the archives of Jorvik.
- We talk with Audun and Ingeborg. The first suspicions fall on the local bishop. Let's go to the rector. Having destroyed the bolt with a bow shot, we get inside and interrogate the first Anglo-Saxon.
- The next target is also hiding in a locked house. We break the partition on the roof and talk to the priest. He will lead us to our destination.
- We are late. A fire broke out in the bishop's house, which claimed the life of the only witness and destroyed most of the evidence. We look around and find a letter.
- We leave the crime scene and deal with the arrived reinforcements of the "Scarlet Hand". Returning to the cathedral, we learn that Golovnya is Ingeborg.
- Having revealed the identity of our enemy, we set off in search of her. She hides in one of three marked areas on the map. We found her here.
- We penetrate into the restricted area and activate the "Odin's Gaze". In order not to enter into an open confrontation with Ingeborg and her subjects, we climb a tree and make a surprise attack in the air.
- We return to Lyufvina and talk about the failure of Golovnya's plans. One less problem in Jorvik.
pierce the needle
Lufvina advised us to start looking for the Needle in the port.
Objective: Search the warehouses.
- We get inside through the roof of the building and eliminate the enemies. You can use the interactive environment.
- The evidence found will help us find Needle's allies in the market. There we talk with the merchant, whose counter is decorated with black cloth.
- The warehouse itself is nearby. Having obtained the key from one of the guards, we get to the destination.
- We go down into the sewers, where we will meet with the Needle. It turned out to be Grigory, the port keeper. We deal with his henchmen and set off on his trail.
- Having got out of the catacombs, we go to the Coppergate market. Gregory will be there surrounded by guards. Having won in another unequal battle, we administer justice over the Needle.
cover the stash
The allies are waiting for news from us.
Objective: Return to Lufwina.
- Having reached friends, we reveal the identity of the Needle. However, the main threat is the Cache. And, judging by the evidence found, it is one of the members of the council.
- We head to the archives of Jorvik to find new clues. The missing wine and the smell of almonds in the air indicate that someone is about to poison the people at the Yule Feast. And Hyer is one of the suspects.
- Let's go to the feast. After talking with each member of the council, we invite them to drink wine and carefully observe the reaction. There are several people among those who refused to fulfill our request, but only one of them betrays anxiety. We return to Lufvina and report that the Cache - Audun.
- In the next moment, our guess is confirmed, and the battle flares up. Having uncovered axes, we break into the thick of things and send the traitor to Niflheim.
- After visiting Lyufvina, we head to King Riksig. From now on, Eivor is the honorary reeve of Jorvik. We decide the fate of the silver stolen by the Needle and prepare to sail to Ravensthorpe.
Report on Jorvik
We are waiting for more news.
Objective: Talk to Randvi.
- We inform our friend that we enlisted the support of allies in Jorvik and delivered him from the oppression of the Order of the Ancients.
Sayings of Halfdan (Jorvikshire)
War in the north
The conquest of the northern territories of England continues.
Objective: Find Halfdan's army.
- We find the army of the third son of Ragnar on the mountainside and repel the attack of the Pict clan. Meet Faravid.
- We are waiting for the appearance of Halfdan himself. He makes an appointment for us in Doncaster, where he promises to tell his story. We hurry to the feast in honor of the victory, after which we retire with Halfdan for a private conversation.
- Ragnarsson suspects his friend and colleague Faravid of treason and asks us to find evidence of this. Having promised to figure everything out, we go to a meeting with the commander.
Two sides of honor
His camp is on the southwestern border of Jorvikshire.
Objective: Meet Faravid and talk to him.
- Synchronizing viewpoints encountered on the way and head towards the goal. We decided not to disclose the purpose of our visit and informed our ally that we had come to strengthen his army in the fight against the Picts.
- We escort Faravid and get rid of enemy scouts hiding in the fog. We clean the cave from the Picts.
- We catch up with the escaped scouts. To simplify our task, we use the Predator bow or call the horse.
- We storm the discovered advanced enemy camp. You can quickly defeat the leader with a surprise attack or a shot at a vessel of oil.
- We persuade Faravid to open one barrel of wine to celebrate the victory, and at the same time make sure that it has not been sent.
- Faravid wants to unleash a full-scale war against the Picts and win before the onset of cold weather. To do this, you need to capture the fortress of Magnis. We agree to his adventure and promise to hide the truth from Halfdan.
Path to Hamartia
It is necessary to report the success to Ragnarsson.
Objective: Return to Halfdan.
- We present a gift from Faravid to the jarl and tell him about a successful sortie against the Picts. We decided to keep silent about the rest.
- We go in search of Halfdan's assistant. It is she who prepares healing decoctions, which can be the cause of the deterioration of the jarl's health.
- We make our way to the right house through the roof and save her from the fury of local residents who accuse her of witchcraft. We need charisma level 3.
- We talk with Moira and make sure of her innocence.
- We return to the jarl. Halfdan has an appointment with a warrior who promised to hunt down traitors. But something went wrong. We find a wounded soldier and follow the trail of traitors.
- Faithful dog Beonton leads us to the dungeon. We explore the location and talk with Halfdan. The jarl refuses to believe in the natural origin of his illness and is convinced that he was poisoned.
- We get out and meet with the traitors. Among them, Ulf is one of Faravid's subordinates. Deciding that there is no excuse for betrayal, we reward them according to their deserts.
This son of Jorvik
You need to talk to Faravid. The Jarl wants the truth.
Objective: find an ally at the Hills.
- We find Faravid in the camp and compete with him in drunken races to the royal palace.
- We are trying to persuade King Riksig to our side and get his army to fight the Picts. The king does not believe us and asks for a written confirmation of our words from the jarl himself.
- We go to Khyer and protect him from offenders. He agrees to forge Halfdan's seal and trusts in our discretion. The lies have gone too far.
- We return to the king and provide him with a "decree from Halfdan himself." Riksig's army is on our side.
Complacency of honor
All preparations are complete. We are in for a grand battle with the Picts.
Objective: Talk to Faravid in Stenwigg.
- We discuss the last details with an ally and advance to the place of the general meeting.
- Halfdan found out about our collusion. We parry the accusations against us and convince the jarl to focus on the upcoming battle.
- We go to negotiations with the ambassador of the Picts and identify another traitor. Rixig will pay for what he has done with his life. Let's go to battle.
- Inside, we act according to the worked out scheme: we lower the stairs, open the gate, break the palisade and storm the bridge. Having captured the courtyard, we hold back the onslaught of Pictish reinforcements.
- We overtake the fleeing Riksig. One less traitor.
Blood and bonds
Halfdan is grateful for our help.
Objective: Return to the royal palace.
- The jarl will be waiting for us nearby. We accompany him to the coronation ceremony.
- During the feast, the reason for which Halfdan experienced health problems is revealed. The cups that Faravid brought as a gift to his jarl were made of lead.
- The newly minted king wants to get even with his old friend, and his fate depends only on us. We are making a difficult decision. We couldn't believe in the presence of malicious intent of a faithful ally and stopped Halfdan.
- We take Faravid away from Jorvik, and in parting we ask a question about his involvement in what happened. No response.
Report on Jorvikshire
Home Sweet Home.
Objective: Talk to Randvi.
- Good news from the fields delights a friend in a difficult hour for the clan.
lost glory
Jorvikshire won't let us go.
Objective: meet with Halfdan in the royal palace.
- We leave for Jorvik and learn from Moira about the problems of the king's mental balance due to the lack of relatives and associates. We find Halfdan in Pickering.
- We are trying to reason with the king and agree to find the hammer that was lost by him the day before. With the help of Shunin, we determine the approximate search area and follow the goal.
- We get rid of the wolves and take away the formidable weapon, which all this time was guarded by the faithful Beonton. We return to Halfdan.
- He will be waiting for us in Scarborough. If you have a synchronized viewpoint, you can use fast moving.
- We communicate with the king and fulfill his last request. We climb the lighthouse and light a signal fire for travelers.
What goes around comes around
Ubba learned that we had not put the ax into Ivar's hands and challenged us to a duel.
Objective: Defeat Ubba.
- In a fist fight with Ragnarsson, we dodge blows and take the opponent off balance. This will be enough to deal devastating damage and defeat him.
- We convince Ubba that Ivar got what he deserved, and part with him as friends.
The Wicker Man Saga (Gloucestershire)
First Night of Samhain
Gunnar decided to marry and left Ravensthorpe. You need to know the details of this happy event.
Objective: Talk to Gunnar in West Gloucestershire.
- Arriving at a new place, we release Shunin and look around. You can find Gunnar and his chosen one using Odin's Gaze.
- Having exchanged a couple of kind words, we follow Gunnar to the local ealdorman. Meet Teudur and Kinon.
- At the request of Kinon, we go with Teudur to the place of prayers as an escort and try to find a common language with a representative of a foreign religion. Having protected the satellite from wild boars and making sure that he is safe, we return to the city.
- We tell Gunnar about what happened and ask about the upcoming holiday. The blacksmith persuades us to take a direct part in it, and we go in the form of the spirit of Marie Luid to Gloucester.
- We knock on houses with a window in the door and ask for sweets or drinks. Residents are happy to play along with us and share their supplies.
- Having collected enough goodies, we go in search of the missing Gunnar. He did not get along with a group of local residents and got into trouble. Stand up for a friend and start a fight.
- During the scuffle, Gunnar's leg was injured. We leave him in the care of the sorceress Modron, and we ourselves head to Teudur. We take part in the drinking competition and continue the fun: the evening promises to be pleasant.
Traces and mysteries
Something terrible happened during the night. Everything needs to be sorted out.
Task: to examine the place of the attack.
- Waking up after a stormy booze, we find a pogrom and traces of blood. Teudur himself is nowhere to be found. We examine the house and recreate the primary picture of what happened.
- Apparently, someone attacked the sleeping Teudur and kidnapped him. However, Kinon believes that we are guilty of what we have done and declares a hunt for us. We defeat the guards and rush to Modron to understand what happened.
- We find a healer with the help of a raven and tell her our story. She recommends visiting the druid Helevin, who is well versed in herbs. We go to him.
- Having reached the abode of the druid, we appear before him in the guise of a spirit and participate in a mysterious rite. To do this, we set fire to straw effigies and solve its riddles.
- The correct answers can be found in noteshidden in his house. Having made a proper impression on Halevin, we get the necessary information about the mixture of herbs and find out that sleeping pills were slipped into us.
The stolen king
We need to return to Modron.
Task: find the healer and talk to her.
- We tell the girl about the meeting with the druid and follow her to the place of the alleged capture of Teudur.
- We make our way to the enemy camp and find an underground hole. He will lead us to Gwilim, the man who drugged us with sleeping pills.
- In the course of a brief but productive conversation with the traitors, we learn that Kinon is behind the kidnapping. We get out of the enemy camp along with the wounded Teudur and take him to Modron.
Forgotten love
The ealdorman of Gloucestershire is our new target.
Objective: Talk to Kinon.
- We are looking for those in the city who have information about the whereabouts of the enemy. Brigid and daughter Modron agree to help us.
- We keep asking people. Many of those present mention a certain Geva. To get into the church without too much noise, we take the box to her. In this case, Geva herself will open the door for us.
- We penetrate inside and interrogate Kinon. In his defense, he cites irrefutable evidence that the plan to kidnap Teudur was invented by Modron - the very healer with whom we left him. We decide the fate of Kinon. We saved him life.
sacrificial lamb
The witch has deceived us. This decision will cost her dearly.
Objective: Find Modron.
- The approaches to the cave are well guarded. We move between the thickets and listen to the conversations of the guards.
- We are trying to distract Modron's henchmen by any available means. If we manage to run into the cave and squeeze through a crack in the rock, the enemies outside will not reach us. At the end of the path, the healer herself will be waiting for us.
- In the battle with Modron, we recommend that you follow the following tactics: we beat off or parry flying arrows and try to reach the clinch distance. In close combat, she does not pose a serious danger. By guessing the moment and shooting at a vessel with oil, you can cause significant damage to the healer.
- Having overcome Modron, we allow her to speak. The kidnapping changed Theudur, and it worked to our advantage. We save life witch and watch a family reunion. It is hard to imagine what the girl would have to go through if we were guided by emotions alone.
The burning of the wicker man
We have one unfinished business.
Objective: Talk to Gunnar.
- We inform the blacksmith about the completion of our misadventures and go to Kinon.
- According to the tradition of this settlement, the end of the reign of the ealdorman should end with the burning of a straw effigy with the ruler himself inside. We watch the touching scene of the farewell of the father and daughter and put a fiery point in this matter.
Report on Gloucestershire
Another independent territory on the way to the conquest of England became less.
Objective: Talk to Randvi.
- We report to our friend that despite all the strange things that happened to us in the lands of Gloucestershire, we managed to conclude an alliance.
The Saga of the Two Jarls (Snottinghamshire)
Old friends
We received a letter from an old friend Willy.
Task: go to Snottingham.
- Arriving in new lands, we find the envoy of Hemming. He is happy to meet us.
- We follow Trygve. We have a long way to go along the river, so you can use your own drakkar. We escort satellites and shoot back from enemies who ambushed.
- Having reached the destination and after waiting for the others, we go to a meeting with Jarl Hemming. He asks us to help in the fight against the Picts. We rush to storm the Ulkenthorp fortress side by side with his son and our good friend Vili.
- We ignore the boiling battle and go in search of their leader. With the help of the "View of Odin" we find him on top of one of the towers, surrounded by several guards. We eliminate the threat and raise the leader's spear in commemoration of victory.
- We talk with Hemming and find out that his strength is running out. Snottinghamshire needs a new jarl, and Wily does not want to continue his father's work. We promise the jarl that we will talk to him.
Last days of life
A friend will be waiting for us nearby.
Objective: Talk to Willy.
- We saddle the horses and follow him, simultaneously remembering the glorious days of the past life.
- We notice a column of smoke in Stoneburg and hurry there. Someone set fire to the settlement. By activating the "View of Odin", we save people. We have three goals.
- In the latter case, we are faced with a difficult choice. The girl's parents fell into a fiery trap. We save the father despite his requests, otherwise the child will remain an orphan.
- We return to Willy and help him save another woman. Having taken it to a safe place, we talk with a friend and Trygve. Once again we are convinced that Vili is not ready to bear the heavy burden of the jarl of the clan.
- We are heading to a favorite place of a friend. Vili will be waiting for us in the cave behind the Kinder waterfall.
- After talking heart to heart with him, we hasten to the long house. We say goodbye to Jarl Hemming.
- We head to Trygva, who is preparing the funeral pyre. Now we have a great responsibility: we need to prepare a gift for the jarl and appoint his successor.
Pacify the brawlers
Some guests began to cause inconvenience.
Objective: Talk to Trygve.
- We activate the "Odin's Gaze" and find violators of law and order. We make our way into the house through the roof to the Saxon, who wanted to send the jarl to Paradise, and give it to the court of the townspeople.
- We get into the burning house and save the barrel of vodka. Its rightful owner is grateful to us.
- We protect the Norwegian warrior from fighting c**ks.
- We return to Trygva and report on the successful completion of the task. Now he can focus on more important things.
Blood and gods
Task: find the velva and talk to her.
- We follow the seer and climb to the top of the mountain on her advice. There, we must discover the truth that will help us choose a new Jarl of Snottinghamshire.
- In the process of meditation, Hamming comes to us. Having not received an answer to the question that torments us, we enter into a duel with him. Jarl is a serious opponent, so we should avoid his high-speed attacks and not be exposed to blows. We pursue him and systematically attack with various abilities. Having knocked Hemming out of balance, we end the fight ahead of schedule.
- Thanking us for the opportunity to fall in a real battle, the jarl goes to Valhalla, and we hurry to Vili.
Last Honors
We need to find a craftsman who can decorate the shield with a valiant pattern.
Objective: Talk to Willy.
- Having learned about a certain hermit, we go in search of him. Xuning will help us with this again.
- At the request of the master, we fold the cairn and choose the pattern we like. We settled on a symbol of strength and asked to depict Gungnir - the spear of Odin.
What's inside
Vili and Trygve did not share something. Everything needs to be sorted out.
Objective: Talk to Sunniwa.
- Returning to the city, we learn that Trygve wants to end his life on a funeral pyre with the Jarl. We convince him to abandon this venture.
- During the night the Picts attacked. We rush to Willy for help. We find it in the mine and enter the battle. After defeating the enemies and talking with a friend about his future, we return to the camp.
Farewell and legacy
Ahead of us is the adoption of a fateful decision for the entire Shire.
Objective: Talk to Willy.
- After seeing Jarl Hemming to the halls of Valhalla, we go to the Althing.
- After the final conversation with an old friend, we make our choice. We decided that the Jarl of Snottinghamshire would be Trygve, and Vili's real place is near us in the Crow clan.
Report on Snottinghamshire
We hurry home with good news.
Objective: Talk to Randvi.
- The lands of Snottinghamshire were included in the list of our allied territories, and Wiley joined the ranks of our loyal squad.
- In our chambers we read a letter of gratitude and accept an ax as a gift.
City of Faith (Winchester)
Reeve of Winchester
We've got a mysterious well-wisher in Winchester.
Task: find a man in white and talk to him.
- Our destination is in the cathedral. After a short conversation, we follow him and meet with King Alfred himself.
- He asks us to save Winchester from the oppression of the Order of the Ancients, and in return promises a worthy reward. We agree to his terms and set off in search of Goodwin's reef. He has the information we need.
- The Reeve's house is a mess. All evidence points to the fact that he was kidnapped.
- Goodwin is being held at Winchester's most heavily guarded castle. With the help of a raven, we mark the proposed search area and make our way into the restricted area.
- Along the way freeing the captives. They will fight for us if found. We find Goodwin in one of the cells of the fortress and make sure that Alfred sent us.
- In one of the rooms, the records of the Reeve will be hidden. We break the bolt with a bow shot, get inside and pick up the documents.
- We get out into the street and ask Goodwin about the members of the Order of the Ancients. We have new goals.
Strangle the Loop
Task: get to the market.
- We climb the barricades and make a surprise attack in the air. This is the most effective and safest way to eliminate the Loop.
- We watch the vision and quickly leave the crime scene in the style of the legendary Hidden Ones.
Rip Feather
Objective: Meet Goodwin.
- Feather actively turns the children in the district against King Alfred. We share silver with a little girl and follow her. She will lead us to her comrades, who know where Pero is hiding.
- We protect the children from the guards, using the charisma of level 4, and set off to explore the sewers. Having reached the end, we learn that the girl deceived us and lured us into a trap.
- We deal with Per's subordinates and follow her trail. If you are not distracted by the guards, you can overtake Hilda before she hides in the fortress. Otherwise, you will have to fight with her and her reinforcements in hostile territory. One way or another, one more member of the Order of the Ancients becomes less.
Pierce Sax
It remains to find Sachs, who faked his own death.
Objective: Talk to Goodwin.
- After considering the current state of affairs, we come to the conclusion that Sachs may be alive. We are looking for evidence at the funeral of the bishop and talk with his sister.
- We defeat the guards and find out that Sax is planning an assassination attempt on King Alfred. We make our way through the open window of the cathedral and wait for his appearance. When Ealfert gives himself away, we make a surprise attack in the air.
- We leave in search of the temple of the Order. We collect the found evidence and send it to Haysum.
- We return to Alfred for a reward, but instead of what was promised, they open a hunt for us. We escape from the city and go to Ravensthorpe.
Report on Winchester
The penultimate territory of England is conquered.
Objective: Talk to Randvi.
- We tell our friend about Alfred's deception and confirm the conclusion of an alliance with Winchester.
Road to Valhalla
The end is near.
Objective: Talk to Sigurd.
- We communicate with the brother and learn about his large-scale plan. He wants to return to Norway, so that from there he can go straight to the halls of the Ancestors.
- We say goodbye to Randvi and meet my brother at the pier. Let's hit the road!
In the Hall of the Fallen (Hordafylke)
Where legends are born
Severe and cold Norway meets its sons.
Objective: Find Styurbjorn and talk to him.
- We find Sigurd's father in the mead halls and observe the family reunion. Unfortunately, Sigurd does not share his father's joy.
- It's time to make my brother's dream come true. We are heading for the northernmost fjord.
Side by side with brother
Objective: follow Sigurd.
- We make our way through the ice blizzard and find ourselves in one of the Isu temples.
- We connect to the high-tech interface of the Ancients and get into the digital Valhalla.
- Endless feasts and battles - everything, as the legends say. However, soon comes the understanding that this is an ordinary illusion.
- But Odin himself does not allow to leave this place. It's useless to fight him, so remove the ax into inventory and go through the gate.
- Having got out of the shackles of digital Valhalla, we find ourselves in a new mess. Basim has taken Sigurd hostage and is forcing us to fight him. To defeat him you need parry his blows и use a finishing move. We lock him in Valhalla and go to his brother.
- We talk with Sigurd and recall the key events of the past months. Our decisions, made during the grand adventure through England, are enough to get good ending. Sigurd returns to Ravensthorpe with us!
Our days
Objective: Visit the Isu Shrine.
- We leave the animus and follow Sean to the car. We're following Eivor's footsteps.
- Once inside, follow the clues from the glowing elements and voluntarily connect to the Isu equipment interface.
- Basim is waiting for us in Valhalla. After talking with him, we touch the shining sphere and find ourselves in a very strange place. We decide to stay with the Reader. After all, the life of all mankind is at stake.
- We continue the game for Basim. The staff restored his vitality and allowed him to live another life in our time. We communicate with Sean and Rebecca and connect to the animus. It is necessary to continue the study of Eivor's memories.
Adventure's End
- We return to Ravensthorp with Sigurd. The brother acknowledged our leadership and, swearing eternal loyalty to us, gave up the throne. From now on, Eivor is Jarl of the Crow clan.
- It's time for the great feast. During the celebration, Sigurd admitted that he broke off relations with Randvi, since their marriage was necessary to reconcile the two warring clans. This means that we no longer need to hide our feelings, and we can live a happy life together with our girlfriend.
THANK YOU FOR YOUR TIME.
The author tried his best :) Glad to help!