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Viking: Battle for Asgard (X360, PS3, PC) (2008)
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 Viking: Battle for Asgard Copyright 2008 Sega

 This document is created by Faididi and Co. (faididi@yahoo.com)
 Portions of the IGN Guide for Viking: Battle for Asgard are used
 with the permission of its author.


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[-] Document Version History
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Version 2019 (2019-07-19 Friday)
 - Initial release.


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[0] Contents
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[1] Overview
 [1.1] Story
 [1.2] Characters
 [1.3] Controls
 [1.4] Options
 [1.5] Special Attacks
 [1.6] Elemental Runes and Magic
 [1.7] Items
 [1.8] General Tips

[2] Strategies
 [2.1] Niflberg - Part 1
 [2.2] Niflberg - Part 2
 [2.3] Galcliff - Part 1
 [2.4] Galcliff - Part 2
 [2.5] Isaholm - Part 1
 [2.6] Isaholm - Part 2

[3] Red Skulls

[4] (reserved)

[5] Reference
 [5.1] Game Source Information
 [5.2] Soundtrack Information
 [5.3] Document Credits

[6] Contact Information


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[1] Overview
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 The Creative Assembly's Viking: Battle for Asgard is an action adventure
 that features a mix of exploration, combat, and stealth elements that
 seamlessly flow together in open-world environments. It is a follow-up
 to Spartan: Total Warrior, but it is nonlinear and much more lenient.


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[1.1] Story
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   Hel, the goddess of the Norse underworld, sends forth her vicious Legion
 to conquer Midgard. In response, Freya chooses a viking named Skarin to be
 her new champion and tasks him to stop Hel's forces.


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[1.2] Characters
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Skarin
 A brave and dangerous viking. Skarin is supposedly afflicted with
 seizures, and many others believe that he is cursed. Luckily, he
 never suffers any epileptic episodes during gameplay. He always
 carries his trusty sword and axe, which he wields together.

Asta
 Skarin's cute, mysterious childhood friend, and a powerful shaman at their
 home town of Brighthelm. Asta also experiences visions and communicates
 with supernatural forces, but she doesn't run around half-naked and
 soaked in blood. One of her roles is to revive Skarin's stupid ass
 whenever he gets into an accident. She also knows about Skarin's
 true origins, but she won't tell him until the two reach Fellkeep.

Freya
 The goddess of harvest, fortune, and other good stuff. Freya is portrayed
 in this game as an angry, war-happy goddess who wants to preserve Midgard
 at all costs. She is Skarin's boss.

Hel
 The goddess of... hell. Hel is portrayed in this game as a vengeful usurper
 of the order of all things, although Freya's meddling may have also been
 responsible for her situation. She seeks to conquer Midgard as a part
 of her plans to free her wolf-like monster brother, Fenrir, therefore
 unleashing Ragnarok and destroying all the gods. The Legion she commands
 consists of dishonorable undead who have failed to earn a place in Valhalla.

Drakan
 Hel's Harbinger. Drakan has been Freya's former champion but has broken
 the rule about not trying to date people from work. Freya didn't like
 being hit on, so she fired him, making him get depressed and eventually
 join Hel's side. Drakan obviously won't want to become friends with Skarin.


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[1.3] Controls
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Movement Stick (Left Stick) - Move. The farther this is pressed,
 the faster the movement.

Camera Stick (Right Stick) - Move the camera.

Quick Attack Button (X360: A, PS3: X) - Perform a quick attack.

Heavy Attack Button (X360: X, PS3: Square) - Perform a heavy attack.
 When Elemental Magic is being used, press both the Quick Attack Button
 and the Heavy Attack Button to perform a Super Attack.

Jump Button (X360: Y, PS3: Triangle) - Jump. When guarding, press this to
 perform an evasive backstep dodge.

Action Button (X360: B, PS3: Circle) - Perform a context-sensitive action,
 like talking to a person, opening a chest, or using a switch.

Guard Button (X360: LT, PS3: L2) - Guard. Skarin will automatically turn
 toward any enemy who is attacking him, but he can still get axed in the
 back of the head.

Rage Button (X360: LB, PS3: L1) - Enable Rage Attacks. Hold this
 and press the Quick Attack Button or the Heavy Attack Button
 to use Rage Crystals to perform Fast Rage or Slow Rage Attacks.
 Rage Crystals are earned by hitting enemies with standard attacks.

Magic Button (X360: RT, PS3: R2) - Enable Elemental Magic.
 Hold this and press the displayed buttons to use Red Energy
 to enhance the attacks with Fire, Ice, or Lightning Magic.

Item Button (X360: RB, PS3: R1) - Enable the use of consumable items.
 Hold this and press the displayed buttons to toss a Throwing Axe,
 toss a Fire Pot, or instantly drink a Potion.

Subscreen Button (X360: Back, PS3: Select) - Pause, and access the Subscreen.
 During mass-scale battles, the Subscreen is replaced by the Battle View
 (the "Eye of Asgard"), from where Skarin can use the Dragon Runes earned
 by killing boss enemies to call down the dragons' fire support.

Pause Button (Start) - Pause, and access the Pause Menu.


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[1.4] Options
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Invert Camera Y - Adjust the vertical orientation of the camera controls.

Brightness - Adjust the brightness.


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[1.5] Special Attacks
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 Special attacks can be purchased from the spirits of Valhalla at the
 Battle Arenas. Some cost Rage Crystals (which are earned by hitting
 enemies with standard attacks), while the others can be performed for
 free. On the Subscreen, check the Move List to review the special attacks
 that have been obtained, or visit the Battle Arenas to practice them again.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.5.1] Special Attacks - Set 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The following are available by the first island world (Niflberg):

Njord's Wrath (0) - A quick jumping chop that is actually treated as a
 standard attack. It doesn't cost any Gold to acquire, but Skarin still
 needs to visit a Battle Arena to learn this move.

Odin's Will (150) - Combo Ender 1. Stuns enemies. A mighty kick that can
 come in handy if Skarin is short on Rage Crystals.

Thor's Hammer (300) - Slow Rage Level 1. An overhead chop that helps in
 breaking shields, but Skarin should probably save up the Rage Crystals
 for the more advanced Slow Rage moves when he gets them later.

Baldur's Curse (300) - Fast Rage Level 1. A fast and long-reaching stabbing
 attack that is very reliable against almost all enemies. It helps Skarin
 dash up close to his targets, and it stuns the victims long enough for them
 to be gored again and again.

Fenrir's Bite (700) - Stealth Attack 1. A dashing dual slash that can
 instantly kill unalerted enemies. This has an incredibly long effective
 range, and it works as long as the targets aren't fully alerted to
 Skarin's presence.

Fafnir's Might (800) - Slow Rage Level 2. Breaks wooden shields quickly.
 A gruesome chop that can cause considerable amounts of pain and death.
 Mostly death.

Freya's Chariot (300) - Combo Ender 2. Stuns enemies. An overhead
 pommel smash delivered with concentrated fury.

Nidhogg's Strike (1500) - Fast Rage Level 2. A rapid five-hit combo that
 relentlessly tears away at one or more bad guys. It's even more lethal
 when it's combined with Ice Magic.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.5.2] Special Attacks - Set 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The following are available by the second island world (Galcliff):

Hel's Fury (1200) - Breaks wooden shields quickly. A jumping dual chop
 that is deadlier than its standard counterpart (Njord's Wrath), but
 it doesn't help Skarin gain Rage Crystals.

The Spear of Odin (500) - Combo Ender 3. Breaks wooden shields quickly,
 and stuns enemies. A headbutt that can, yes, eventually plow through
 even metal and rock.

Valkyrie Stampede (1200) - Counter Attack. A returning slash that can
 be performed at the end of a successful evasive backstep dodge (when
 the slow-motion effect occurs). This can deal a very large amount of
 damage, killing most bad guys with a single swipe.

Baldur's Silence (3000) - Stealth Attack 2. An impaling thrust that can
 instantly kill unalerted enemies. This has a much shorter effective range
 than the dashing stealth attack (Fenrir's Bite), requiring Skarin to stand
 directly next to his targets, but it works a little better against enemies
 on slopes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.5.3] Special Attacks - Set 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The following are available by the third island world (Isaholm):

Odin's Doom (2000) - Breaks metal shields quickly. A super jumping chop
 that can cause regular enemies to instantly burst into a fountain of
 blood and mangled body parts. Its power is obscene for its ease of use.
 (This special attack replaces Hel's Fury.)

Might of Valhalla (4000) - Slow Rage Level 3. Breaks stone shields quickly.
 A ghastly dual chop that brings immediate death to almost any enemy who
 doesn't have a shield.

Valkyrie Strike (600) - Combo Ender 4. Breaks all shields quickly, and stuns
 enemies. A furious axe swipe that should finish killing whatever is on the
 receiving end of Skarin's combo.

Curse of Fenrir (6000) - Fast Rage Level 3. A concentrated combo. Compared to
 the Level 2 version (Nidhogg's Strike), this tends to make Skarin aim at a
 different target with every hit. Having him fly all over the place can be
 pretty funny, but stick with the Level 2 version if more control is needed.


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[1.6] Elemental Runes and Magic
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 Elemental Runes use Red Energy to enhance Skarin's attacks with
 Elemental Magic. The Runes can be purchased from the blacksmiths
 at the towns and the base camps. When Elemental Magic is being used,
 press both the Quick Attack Button and the Heavy Attack Button to
 perform a Super Attack, which will drain any remaining Red Energy.

 The Elemental Runes can be eventually upgraded to boost their power.
 They may be upgraded to Level 2 by the second island world (Galcliff),
 and they may be upgraded to Level 4 (Maximum) by the third island
 world (Isaholm).

Fire - Burns enemies, continuously damaging them for a period of time.
 The Super Attack is a flame tongue that can incinerate a line of enemies,
 although careful aim is required. Having Fire Magic is better than having
 no Elemental Magic, but Skarin might as well go instead for Lightning Magic,
 whose effects are more concentrated.

Ice - Freezes enemies briefly, allowing them to be instantly shattered and
 killed with the next blow, before they thaw. The Super Attack is a circular
 ice field that can freeze multiple enemies near Skarin. Although Ice Magic
 can be blocked by some enemies, it lets Skarin quickly kill most bad guys,
 especially if he combines it with the Fast Rage Level 2 special attack
 (Nidhogg's Strike). Ice won't completely freeze bosses but can slow them
 down, allowing Skarin to bash them several times before they react.

Lightning - Electrocutes enemies, increasing the amount of damage dealt to
 them. The Super Attack is a lightning snare and smash that can deliver extra
 pain to a single enemy from a distance. ("GET OVER HERE!") Lightning Magic
 is purely meant to dish out death as quickly as possible, and it works even
 against bosses. Its grapple-like Super Attack is the most cost-effective
 when it's used just before the Red Energy is completely depleted.


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[1.7] Items
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.7.1] Energy Items
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Green Energy Mote - Restores a decent amount of life. This is occasionally
 dropped by defeated enemies, with the probability increasing if Skarin
 is low on life. Skarin also automatically recovers life when there are
 no enemies near him.

Red Energy Mote - Adds a small amount of Red Energy, which is used to power
 Elemental Magic. This is dropped by defeated enemies. Kill them with special
 fatality moves (when they're dazed and a button prompt appears over them)
 to make them bleed out more Red Energy Motes.

Rage Crystals - Enables Rage-type special attacks. This is obtained
 by hitting enemies with standard attacks. (Rage Crystals don't appear
 until the special attacks requiring them are obtained.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.7.2] Treasure Items
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gold Bag - Adds a small amount of Gold when touched. Gold Bags are the most
 common source of money, but many of them are hidden at odd corners, within
 bushes, or even in water.

Urn - Adds a moderate amount of Gold when destroyed. Urns are less common
 than Gold Bags, but they hold roughly three times as much money.

Chest - Adds a large amount of Gold or a key item when opened. Chests are
 very uncommon, but they can contain almost three times as much cash as Urns.

Mead - Adds a large amount of Gold when traded to the local innkeeper. Kegs
 of Mead are usually found near areas of water, like beaches and rivers.

Treasure Map - Reveals the locations of Gold Bags, Urns, or Chests on the
 radar. This is sold at shops, but each island world has its own set of
 Treasure Maps.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.7.3] Quick Inventory Items
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Health Potion - Restores a moderate amount of life when hastily quaffed.
 This is sold at shops.

Throwing Axe - Flies for a short distance when thrown, hitting any enemy
 in its way. This is sold at shops.

Flame Pot - Flies for a short distance when thrown, creating a grenade-like
 blast upon impact. This is sold at shops.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.7.4] Upgrade Items
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Meal - Increases the life capacity temporarily by a large percentage.
 This bonus is lost as soon as Skarin sucks up an amount of pain equal
 to this increase, making it not worth purchasing. This is sold at shops.

Health Advance - Increases the life capacity permanently by a small amount,
 making it much more useful than Meals. This is sold at shops.


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[1.8] General Tips
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 - Life is cheap; Gold isn't. Money in this game is actually finite, and
 Skarin can run out of Gold if he wastes it on the wrong things. Try to
 save up money for the permanent upgrades, which include the Health Advances,
 the Elemental Runes, and the special attacks. (For the Throwing Axes and
 the Fire Pots, buy only enough of them to earn their related Achievements
 in the X360 version, for those who care.) The Treasure Maps are also worth
 purchasing as soon as possible, because they can save a lot of time spent
 wandering around looking for Gold.

 - The Map Screen displays the locations of important areas. Red icons
 indicate there are tasks remaining to be done (including optional tasks,
 like acquiring all the special attacks available at the local Battle Arena).
 Blue icons indicate fully completed tasks.

 - The leystones serve as warp points and, by extension, checkpoints.
 Spending some time to activate them can be very helpful before charging
 into hostile territory, in case any funny accidents happen.

 - Imprisoned vikings are stuck in prisoner cages (the evil bone-like
 structures) and in prisoner trios (the stakes topped with large skulls).
 If possible, free prisoners and let them help kill off nearby enemies.
 Hel's henchmen are pretty generous for letting the imprisoned vikings
 hold onto their weapons.

 - Whenever Skarin uses Elemental Magic, any nearby allies will also
 gain the same enhancement.

 - Enemy shields can be eventually broken by any attack, but certain
 special moves will destroy them more quickly.

 - The green dots on the radar mark the locations of important allies
 with whom Skarin can speak. The red dots mark the locations of bosses.

 - The bosses come in three types: champions (big sword guys), shamans
 (freaky hooded creatures), and giants (steroid ogres). For the champions
 and the giants, hit them until a button prompt appears on them, and then
 go through the button prompt challenges to defeat these bosses. For the
 shamans, destroy the small pillars near them first to eliminate their
 protective barriers, and then use any attack to kill them.

 - If Skarin nears unalerted bad guys, he will assume a crouching stance,
 and if he is facing alerted foes, he will automatically draw out his
 weapons. If Skarin is detected by enemies from a distance, he can stay
 behind cover to trick them into returning to their unalerted state.
 This is an important trick during the more challenging stealth scenes.

 - Skarin automatically recovers life as long as there are no enemies
 near him. Gotta love that barbarian vitality.

 - Skarin doesn't know how to swim. Still, diving into the sea
 or jumping off from a very high ledge can be a faster way back
 to the portals and leystones. The valkyries wouldn't care anyway.


==============================================================================
[2] Strategies
==============================================================================


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[2.1] Niflberg - Part 1
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The Story So Far:

 Skarin is a viking who hails from the town of Brighthelm, on the isles of
 Niflberg (not to be confused with Hel's Niflheim). Like the others of his
 kind, he has proven his manhood by slaughtering a great rabid wolf with
 his bare hands and then roaring heathen oaths to the skies as he wrenches
 out the jagged teeth and uses them to carve a crimson image of his kill
 onto his bare chest.

 But none of that stops Skarin from losing his kidneys when he runs afoul
 of Hel's Harbinger, Drakan, during a desperate battle at Brighthelm.
 Fortunately, the goddess Freya has chosen Skarin to be her errand boy,
 so she stuffs his missing organs back into him, lends him her magical
 amulet Brisingamen (medieval PDA), and sends him out to start thwarting
 Hel's crazy schemes.


Brighthelm:

 At the south end of the southern isle of Niflberg. Brighthelm is Skarin's
 home and his first base of operations. Talk to Asta, the friendly shaman,
 near the portal stones to learn about the Dragon Amulet and the need
 to summon the dragons for help. Talk to Haral the chieftain, near the
 north gates to the beach, to open the east gate.

 Being a town, Brighthelm has a shopkeeper, a blacksmith, and an innkeeper.
 Available for purchase now are the Level 1 Elemental Runes. Picking up
 something like Ice or Lightning can really help. Osgood the shopkeeper
 won't open his store until his supplies are recovered later.

 Give Niflberg Mead to Torv the innkeeper, by the beer hall near the
 east gate, to earn extra cash. A few kegs of that stuff can be found
 on the beaches north of the town, and more lie scattered elsewhere
 across these isles.


Hilltop Farm:

 To the northeast of Brighthelm. To get there, go through the east gate
 (after speaking with Asta and Haral), and follow the grassy hills up
 to the work fields. (The Hilltop Farm Leystone is to the east, on the
 other side of a low road.) Kill the bad guys who get in the way. Open
 the prisoner cage between the buildings, and have the freed vikings
 help kill off any remaining enemies here to seize control of the area.
 Talk to Tait the miller, near the large building across from the cage,
 to learn about the stolen goods.


Lost Cargo:

 To the south of the Hilltop Farm. Look for an overturned cart somewhere
 along the roads through the forests, and butcher the enemies hanging
 around it. Open the chest beside this cart to obtain the Lost Cargo.
 Give it to Osgood at Brighthelm to let him open his store.

 Available for purchase now are the Health Advance Stage 1 and several other
 items. Try to buy the Treasure Maps as soon as possible, because they make
 finding Gold a heck lot easier. Playing around with the Throwing Axes and
 Potions may be fun, but saving up for the special attacks later at the Arena
 is a better idea.


Ancient Ruins:

 To the east of Brighthelm. To get there, cross the broken wooden bridge.
 (Falling down to the shallow pool here is perfectly safe, so this is
 a good place to play around with the ledge-climbing controls.) Continue
 past the Ruins Leystone. Open the prisoner cage at the end of the ruins.
 Talk to Cadby, near the cage, to learn about a viking gone MIA.

 The ruins actually form a sort of obstacle course. Find some sloping stones
 not far from the cage, and start climbing up along the ledges, leaping
 across the pits and climbing the thick leafy vines. Open the chest at
 the upper end of the ruins to obtain the Hugin Gem (which is one component
 of the Dragon Amulet that will be found later).


Battle Arena:

 To the east of the Ancient Ruins. Special attacks can be purchased here
 from the spirits of Valhalla, who apparently still have some use for money.
 The Rage-type special attacks require Rage Crystals (the blue pointy icons
 under the Red Energy Meter), which are acquired by whacking enemies with
 standard attacks.

 Only the first half of the entire list of special attacks can be acquired
 for now. Particularly useful are the Fast Rage Level 1 stabbing attack
 (Baldur's Curse), the Fast Rage Level 2 combo (Nidhogg's Strike),
 the Slow Rage Level 2 shield-breaking chop (Fafnir's Might),
 and the dashing stealth attack (Fenrir's Bite).


Warrior Havelock:

 To the northeast of the Ancient Ruins. Havelock turns out to be a traitor,
 and he's hanging out with several of his evil pals at a camp on the beaches.
 Time for him to die. Kill Havelock, getting rid of the other bad guys
 first if necessary, to obtain Havelock's Helmet. Give it to Cadby at
 the Ancient Ruins to gain his full support.


Battle Horn:

 To the northeast of the Hilltop Farm Leystone. Kill the champion
 (enemy commander) along the roads to obtain the Battle Horn and
 the Skirmish Key.

 Wasting the other enemies first can help. To avoid the champion's attacks,
 use the evade maneuver (hold the Guard Button and press the Jump Button).
 When he sucks up enough pain, and a button icon appears near him, go through
 the button prompt challenge to turn him into raw haggis.


Gorge:

 To the east of the Hilltop Farm Leystone. With the Battle Horn recovered,
 and with a sufficient army ready, use the Battle Horn option on the
 Map Screen to begin the mass attack. Blowing it must be as fun as
 blowing Heimdall's Gjallarhorn.

 Skarin can make his bloodthirsty viking friends even more dangerous
 by activating his Elemental Magic among them, charging up their weapons
 as well. Kill all the enemies here to seize control of the area.

 Use the Skirmish Key to open the locked gate in the mountainside.
 Go through the tunnels, continue along the cliffside paths,
 cross the small bridge connecting to the northern isle of
 Niflberg, go past the Clifftop Path Leystone, and travel
 through the nice-looking Cave.


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[2.2] Niflberg - Part 2
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Drawbridge:

 To the west of the Drawbridge Leystone. Get into the yard outside
 the west tower. This can be done by climbing over the partially broken
 section of the yard's outer wall, or by following the high ledges across
 the east tower. Climb up the thick leafy vines along the side of the
 west tower. At the top, drop down to the second level of the east tower,
 and turn the wheel switch to lower the drawbridge. By the hues of Bifrost,
 the gate at the other end will magically open, too.


Quarry:

 To the northwest of the Drawbridge. Open the prisoner cage at the end
 of the bottom level. Talk to Kell the quarry master, near the windmill,
 to obtain the Explosives.


Ambush:

 To the northeast of the Quarry. Use the Battle Horn option on the Map Screen
 to begin the mass attack. Kill the entire Elite Patrol. Afterward, talk to
 Kell at the Quarry to gain his full support.


Monastery Cave:

 To the northwest of the Quarry and the Quarry Leystone. Use the Explosives
 to blow open the locked gate on the south side of the mountain. (There is
 also a one-way exit toward the north side.) Talk to Ingemar, past the large
 pit in the tunnels, to learn that his men are in need of some Band-Aids.


Shipwreck:

 To the south of the Monastery Cave. Open the chest near a hanging lantern
 to obtain the Medical Supplies. Give them to Ingemar at the Monastery Cave
 to gain his full support. Apparently, vikings had been familiar with the
 term "medical supplies" back then.


Monastery:

 To the west of the Monastery Cave. To get there, go around on the north
 cliffside path, continue past the Monastery Leystone, and fight through
 the main gates to the front yard. If possible, free the two prisoner trios
 at the corners of the yard and let them help kill the enemies there.

 From the yard, go through the open doorway at one of the corners, up the
 stairs to the second level, and chase the retreating shaman. Jump across
 the pits and climb along the thick leafy vines in the way.

 Turn the wheel switch to enter the inner yard, and prepare to face
 a champion. For an easier time, kill the regular bad guys who come
 up the stairs first, and free the two prisoner trios on the landings
 of the stairways. This champion is just like the one met earlier.
 Use the evade maneuver to avoid his killer sword, and go through
 the button prompt challenge to finish him.

 Kill the champion to obtain the Ancient Key. Use it to open the locked
 doors to the inner chamber, and prepare to face the second type of boss,
 the shaman. He doesn't attack himself, but he will keep generating regular
 bad guys. Destroy the small pillars surrounding him to eliminate his
 protective barrier, and then finish him with any attack. Kill the shaman
 to obtain the Dragon Amulet.


Darkwater Portal:

 At the southwest corner of Darkwater. Skarin needs to use the enemy-held
 portal stones to activate the magical powers of the Dragon Amulet,
 but the place lies right within the stockades of Darkwater. Obviously,
 charging through the main gates with blades swinging won't work. Instead,
 Skarin will need to sneak in quietly, so it's stealth time. Learning the
 dashing stealth attack (Fenrir's Bite) from the Arena first will help here.

 Climb over the low section of the east wall, at the part that's
 draped over with a green tapestry. Follow the walls south, and
 then turn west. Use stealth attacks against the lone enemies
 facing away, sneak past them, or just quickly hack them up to
 avoid alerting the rest of the base. Use the Dragon Amulet at
 the center of the portal stones (red glow) to restore its power.


Ancient Ruins (Dragon Stones):

 Now that the Dragon Amulet is properly prepared, go back to the Ancient
 Ruins. Use the Dragon Amulet with the Hugin Gem at the summoning stone
 (the large circular platform), at the south side, to summon Ari. It's
 time for Skarin to make good use of his seizures anyway.

 When Ari shows up, there will be a brief tutorial of what dragons can
 do during mass attacks. The usual Subscreen will be replaced by the
 Eye of Asgard, which provides an overhead view of the field. From here,
 special ammo-like items called Dragon Runes can be spent to have the
 dragons instantly kill available targets. For now, choose either of
 the targets offered and see how this all works out.

 By this point, Skarin should be ready to lead the last major battle for
 this island world. If he's still lugging around any kegs of mead, he should
 drop them off with the innkeeper now. He may also want to grab as many
 special attacks as he can from the local Battle Arena, because the next
 Arena won't be available for a long while.


Darkwater:

 At the northeast of Niflberg. With the Drawbridge lowered, with Ari
 summoned, and with a sufficient army ready, use the Battle Horn option
 on the Map Screen to begin the mass attack. This is the first real major
 battle of its kind, where Skarin can work with dragon-powered air strikes.

 The main bosses are the shamans, who like the one back at the Monastery will
 keep generating regular bad guys. They are marked by red shafts of light.
 Also present are champions, who again are the same as the ones encountered
 earlier. Both the champions and the shamans have their locations indicated
 by red dots on the radar.

 Ari can instantly nuke a shaman, but using him costs Dragon Runes,
 which can be earned by killing champions and other bosses. So basically,
 aim for a champion first, kill him, and then use the Dragon Runes to get
 rid of a shaman. When Skarin runs out of Dragon Runes, he and his allies
 can just hack their way slowly to the remaining shamans and kill them in
 the usual fashion: break the pillars surrounding them to eliminate their
 protective barriers, and then use any attack to chop them up. (Doing a
 standard slash is faster than using special fatality moves against them.)
 Focus on killing the shamans; the enemy archers aren't as important and
 can actually be ignored for much of the battle.

 Aside from all that, things should be pretty routine. Skarin can activate
 his Elemental Magic within a group of allies to charge them up as well.
 If he gets wasted, he'll be revived for free by Asta (the friendly shaman,
 who's marked by a blue shaft of light). At the end, defeat Drakan, who
 behaves like the other enemy champions. Whack him with the usual attacks
 first, using the evade maneuver to dodge his giant sword, and then go
 through the button prompt challenge to finish ripping off his face.

 Once Niflberg is freed, Skarin will learn that he needs to continue his
 battle onto other islands. Hey, at least this beats fighting the Picts.


------------------------------------------------------------------------------
[2.3] Galcliff - Part 1
------------------------------------------------------------------------------


Galcliff Landing Camp:

 At the west of Galcliff. This is Skarin's temporary base of operations,
 having a shopkeeper (Bodvar) and a blacksmith. Available for purchase
 now are the Level 2 Elemental Runes, the Health Advance Stage 2,
 and the Chieftain's Throwing Axe (an upgraded version of the standard
 Throwing Axe). Buy the new Treasure Maps, too.

 Talk to Jari, in the middle of the camp, to hear more about what's going
 on in the place. Talk to Asta, near the portal stones, to learn about
 the whereabouts of the Mugin Gem, or at least a part of it.


Distillery:

 To the south of the Galcliff Landing Camp. To get there, climb the
 cliffside ledges near the camp. Open the prisoner cage between the
 buildings. After wiping out the enemies here, stay behind some cover
 with the freed vikings, and help them ambush the approaching enemy patrol.
 Talk to Njal the distiller, on a high wooden platform, to obtain the
 Cellar Key.


Ruins:

 To the north of the Distillery. Drop down through the hole in the floor.
 Use the Cellar Key to open the locked door. Open the chest at the bottom
 level to obtain the Secret Recipe. (To exit, climb up the rope netting
 near the now-unlocked door.) Give it to Njal at the Distillery to gain
 his full support. Available for purchase now are the Flame Pots.


Cave Camp:

 To the east of the Ruins. Open the prisoner cage. Talk to Hrut, in front of
 the cage, to learn about some big bad guys in the nearby network of caves.


Central Cave:

 To the east of the Cave Camp. Work into the mountain tunnels (from
 any of the several cave entrances). In the large cavern in the middle,
 climb up the ledges to the highest level. Kill the champion, in front
 of the stone throne, to obtain the Legion Insignia. Give it to Hrut
 at the Cave Camp to gain his full support. (The Cave Leystone is to
 the south of the stone throne's location.)


Mercenaries:

 To the southeast of the Distillery. Talk to Mani the mercenary leader,
 inside the cave hideout, to obtain the Tower Key.


Watchtower (South Watchtower):

 To the east of the Mercenaries' hideout and the Sutherine Leystone.
 Use the Tower Key to open the tower's front door. Kill all the enemies
 inside the tower, climbing the ladders to reach the higher levels.
 On the third level, open the doors, and climb the rope netting up
 to the fifth level (because the ladder on the fourth level is broken).
 At the seventh and highest level, kill the shaman and the other enemies
 to seize control of the area. (To enter the basement, drop down through
 the basement doorway outside.)


Ambush:

 To the northeast of the South Watchtower. With the Distillery freed
 and with the South Watchtower freed, use the Battle Horn option on
 the Map Screen to begin the mass attack. Kill the entire elite patrol,
 on the stone bridge, to obtain the War Chest. Give it to Mani at the
 Mercenaries' hideout to gain his full support.


Quarry:

 To the east of the South Watchtower, or to the southeast of the
 Brenna Grof Leystone. Open the prisoner cage between the buildings.
 Talk to Olen the quarry master, on one of the high wooden platforms
 overlooking the cage, to learn about some of his guys who are held
 captive elsewhere. Nuts.


Eastern Cave:

 To the northeast of the Quarry. On the mountain paths outside the gate
 leading into the cave, kill the champion to obtain the Rusty Key. Use
 it to open the locked gate. Carefully climb around into the deeper part
 of the cave. Open the prisoner cage at the very end of the bottom level.
 (To exit, open the doors leading back out toward the gate.) Talk to Olen
 at the quarry to obtain two sets of Explosives. Awesome.


Plateau Camp:

 To the north of the Cave Leystone (and the Flatturgrunnur Leystone). To
 get there, go north past the Cave Leystone (near the Central Cave). Use
 the Explosives to blow open the locked gate. Open the prisoner cage. Open
 the chest on the small circular platform to obtain the Mugin Gem Fragment.


Holdenfort Barracks:

 At the upper level on the southwest side of Holdenfort. Just like the
 earlier scene back at Darkwater, it's stealth time. This area is a heck
 lot larger, but the same tricks apply. If Skarin automatically draws his
 weapons, at least one bad guy has detected him. Either kill off the alerted
 guards or sit behind cover for a while to get things to settle down.

 Climb over the low section of the south wall, next to the cliffs. Go north,
 past the beer hall, across the lower wooden bridge connecting to the north
 half of Holdenfort. Follow the large set of stairs leading to the upper
 level on the west, and then cross the higher wooden bridge connecting
 back to the south, toward the barracks. Go to the large building in the
 fenced-off lot, either by walking through the front entrance or by climbing
 over the low section of the fence (the part draped over with a tapestry).
 Use the Explosives at the open hatch on one side of this large building
 to destroy it.


Holdenfort:

 At the east of Galcliff. With the Holdenfort Barracks destroyed, and with
 a sufficient army ready, use the Battle Horn option on the Map Screen to
 begin the mass attack.

 Like in the previous battle at Darkwater, the main bosses are the shamans.
 Slay the champions to earn Dragon Runes, which can be used to send the
 dragon to bombard available targets via the Eye of Asgard (Subscreen).
 If there aren't enough runes left, just hack a path to the remaining
 shamans and kill them in the usual manner: break their pillars to
 eliminate their protective barriers, and then make their heads cave
 in with a good bash to the face. (Doing a standard slash is faster
 than using special fatality moves against them.)

 At the last part, Skarin must help Asta reclaim the enemy-held portal stones
 (red glow). First, work with the allied vikings to reach the site. Next,
 use the center of the portal stones to help Asta teleport there. Then,
 while she slowly gains control of the place, make sure no enemy jams
 an axe into the back of her head.


------------------------------------------------------------------------------
[2.4] Galcliff - Part 2
------------------------------------------------------------------------------


Holdenfort Get:

 Skarin moves his base of operations to Holdenfort, although the
 Galcliff Landing Camp still retains its own shopkeeper and blacksmith.
 Available for purchase now are the Level 3 Elemental Runes and the
 Health Advance Stage 3. The Battle Arena can also be reached now,
 so be sure to visit it sometime to learn more butt-kicking moves.

 Talk to Honir the chieftain, to the north of the upper wooden bridge,
 to open the northwest and northeast gates. Talk to Asta, at the
 north central gate, to open that gate.

 Give Galcliff Mead to Holmstein the innkeeper, at the beer hall in the
 south half of Holdenfort, to earn extra cash. Fun fact: Holmstein is
 the brother of Torv, the innkeeper back at Niflberg.


Battle Arena:

 To the west of Holdenfort, or to the southwest of the Arena Camp.
 To get there, climb up and around the mountain. Particularly useful
 are the counter attack (Valkyrie Stampede) and the heavy jumping chop
 (Hel's Fury).


Watchtower (North Watchtower):

 To the northeast of the Northern Watchtower Leystone. The front door is
 bolted shut this time, so climb over the low section of the wooden wall
 to the side, entering the yard, and drop down through the open basement
 doorway. Aside from that, this tower is very similar in layout to its
 southern counterpart. Fight up through its levels, climbing the ladders.
 Kill the shaman and the other enemies at the top level to seize control
 of the area.


Lumber Farm:

 To the northeast of the North Watchtower and the Godholt Leystone,
 or to the north of the Lumber Mill Leystone. Kill the champion,
 at the higher west side, to obtain the Crane Key. Use it to unlock
 and lower the crane holding the prisoner cage at the northeast, near
 an open shed. Talk to Bori the saw master, at the higher west side,
 to learn about the grinding stones.


North Beach Camp:

 To the west of the Lumber Farm and the Godholt Leystone.
 Open the prisoner cage on the higher grassy field. Open
 the chest near the cage to obtain the Heavy Grindstone.
 Give it to Bori at the Lumber Farm to gain his full support.


Vineyard:

 To the northwest of the Austerine Leystone, or to the south of the
 Godholt Leystone. The front gate is locked, so go around from the
 back, or drop down onto the fence from the cliffs nearby. Skarin
 can also use the explosive barrels here to do some additional damage,
 although he should run off to a healthy distance before the fiery
 blasts burn off his face. Open the prisoner cage between the buildings.
 Available for purchase now are the Upgraded Health Potions.

 Talk to Blyn the farmer, near the back of the cage, to obtain the
 Letter of Request. Give it to Vidar the archer, at the archery range
 by the northwest corner of Holdenfort, and then talk to Blyn again
 at the Vineyard to gain his full support.


Guerrilla Camp:

 To the north of Holdenfort. The Longboat Graveyard, which sits on top of
 the mountain, looks like a maze at first, but it's really quite linear.
 At the long gap, sidle along the narrow ledge. Meet Garm and Atol, and
 then climb up the ladder to leave the pit. (The Longboat Graveyard Leystone
 is at the west end of the Guerrilla Camp.) Yes, vikings had apparently
 used the term "guerrilla" back then.


Mine:

 To the north of the Guerrilla Camp. Flip the lever switch to ride
 the elevator. Fight through the tunnels, and find a locked gate.
 Talk to Kali, past the gate, to learn that there should be a key
 nearby. Look for a very dark alcove near the large pit with a narrow
 ledge. Open the chest in this dark alcove to obtain the Rusty Key.
 Use it to open the locked gate. Follow the path leading deeper down
 into the mines. Meet Drakan and hear his scary speech at the lower
 chamber, and then kill the henchmen he sends down to fight.


Dragon Gem Mugin:

 At the southwest side of Caldberg. It's stealth time again, and this
 is one of the most challenging sneaking missions. First, get to the
 front walls of Caldberg, either by fighting across the main bridge
 or by following the beach path up past the Caldberg Stathe Leystone.

 Climb the rope netting north of the main gate. Carefully work to the south,
 and then turn west, following the perimeter as best as possible. Climb down
 a set of ladders, go down a long flight of stairs, and then move along the
 docks, where there are few enemy guards. At the far west end of the docks,
 climb up the rope netting. Proceed further along the streets, up to the
 small crypt. Watch out for a shaman in there.

 Open the chest in the small crypt to obtain the Mugin Gem Piece.
 (The Caldberg Leystone is to the north. To get there, either follow
 the streets or take the rocky side path that runs west behind the
 small crypt.) Afterward, talk to Garm at the Guerrilla Camp again
 to gain his full support.


Crypt:

 To the southeast of the Holdenfort Battlefield Leystone. After the
 incident at the Mine, there will be new enemy guards in front of the
 entrance to this area. Kill these enemies to obtain the Crypt Key.
 Use it to open the locked gate. Follow the stairs and the wacky
 architecture, and enjoy the view. Use the sword at the shrine-like
 forge to supercharge it. (Supercharge not guaranteed.)


Dragon Stones:

 To the east of the Galcliff Landing Camp. To get there, climb up the cliffs.
 Use the Dragon Amulet with the Mugin Gem at the summoning stone (the large
 circular platform) to summon Kelda. Screaming incoherently to the heavens
 can indeed bring about wonders.

 By this point, Skarin should be ready to lead the last major battle for this
 island world. If he's still lugging around any kegs of mead, he should drop
 them off with the innkeeper now.


Caldberg:

 With the North Watchtower freed, with the sword dunked into the forge, with
 Kelda summoned, and with a sufficient army ready, use the Battle Horn option
 on the Map Screen to begin the mass attack.

 This battle is pretty much the same as before, except this time a third type
 of boss is introduced: the giants. These big, ugly suckers are like slower
 but even tougher versions of the champions, yet the tactics for beating them
 are similar. Hack them up as usual first, using the evade maneuver to dodge
 their pounding and stomping attacks. When a button icon appears near them,
 go through three button prompt challenges (one after the other) to punch out
 their brains.

 As usual, the main targets are the shamans. Kill the champions and
 the giants to earn Dragon Runes, which can be used to sic the dragons
 (Ari and Kelda) against the shamans to make the fight easier. For
 the remaining shamans, just go up to them and butcher them normally.
 After breaking through the main gates, Skarin can climb onto the
 wooden platforms on which the shamans stand to reach them. At the
 last part, beat up Drakan again. His attacks haven't changed, although
 the button prompt challenge at the end is a little more complex.

 Once Galcliff is freed, Skarin will learn that his next destination
 is the home turf of Hel's army. Where's Cormac when you need him?


------------------------------------------------------------------------------
[2.5] Isaholm - Part 1
------------------------------------------------------------------------------


Landing Camp:

 At the southeast corner of Isaholm. As with the one back at Galcliff, this
 camp serves as Skarin's temporary base, where a shopkeeper and a blacksmith
 can be found. Available for purchase now are the Level 4 Elemental Runes,
 the Health Advance Stage 4, and the Axe of Odin (another upgraded version
 of the Throwing Axe). Again, buy the new Treasure Maps.

 Talk to Osten, near the portal stones, to learn more about areas of trouble.


Ingolf's Quarry:

 To the north of the Landing Camp. Kill the champion at the upper northeast
 corner, not far from the Ingolf's Quarry Leystone, to obtain the Quarry Key.
 Use it to open the locked gate to the fenced-off lot at the northwest, and
 open the prisoner cage there. Talk to Ifor the quarry guard, near the cage,
 to learn that he and his men made the mistake of consuming the Legion's food
 and now aren't feeling so hot.


Beekeeper Im:

 To the west of the Landing Camp, or to the north of the Veittun Leystone.
 Talk to Im the beekeeper, at her pleasant little lake home, to obtain
 the Honey. Give it to Ifor at Ingolf's Quarry to make him and his troopers
 totally hopped up and just itching to kill anything in their way. Afterward,
 talk to Ingolf the quarry master, near the gate of the fenced-off lot,
 to obtain the Explosives.


Kiarr's Farm:

 To the west of the Landing Camp and the Veittun Leystone, or to
 the northeast of the Health Farm Leystone. Kill the shaman and
 the champion here. Open the prisoner cage between the buildings.
 Available for purchase now are Asta's Special Health Potions.
 Sounds tasty. Afterward, talk to Kiarr the farmer, near the windmill,
 to learn about the awful, soul-rending noises coming from the south.


Strange Noises:

 To the south of Kiarr's Farm. Climb up to the highest ledge of the mountain.
 Talk to Idona (and Kolm) to obtain the Ornate Brooch. Give it to Kiarr at
 his farm to gain his full support.


South Watchtower:

 To the southwest of Kiarr's Farm. This tower's layout is very much like
 the ones before at Galcliff. Enter through the front doorway or the basement
 doorway, and climb up the ladders. There is no shaman on the top level,
 but Skarin still needs to kill all the enemies inside as well as the ones
 outside near the tower to seize control of the area.


Nydi's Distillery:

 To the west of the South Watchtower and the Wassailton Leystone.
 Open the prisoner cage on the north side, by the mountain.
 Talk to Nydi the distiller, near some houses on a high ledge,
 to learn about the Mega Patrol. Yes, the Mega Patrol.


Ambush Point:

 To the south of Nydi's Distillery. With Nydi's Distillery freed,
 and with the Explosives (from the Quarry) acquired, use the
 Battle Horn option on the Map Screen to begin the mass attack.
 The Explosives will be automatically used to blow up the bridge
 used by the bad guys. Kill the Mega Patrol (cough), and then
 talk to Nydi at his distillery to gain his full support.


Arena Cavern:

 To the north of Nydi's Distillery, or to the east of the
 Distillery Leystone. To get there, follow the slope at
 the west end of Nydi's Distillery. Particularly useful
 are the Slow Rage Level 3 dual chop (Might of Valhalla)
 and the super jumping chop (Odin's Doom). The latter move
 can instantly mutilate regular, unshielded bad guys in one
 single smiting, plus it looks really, really funny in action.


Infiltrate Thornvik:

 At the north side of Thornvik. It's stealth time once again. The gates into
 the town aren't just bolted shut; the lava has cut a fiery moat before them.

 Luckily for Skarin, the broken bits of land to the west and the east
 provide multiple means of entry. Sneaking in through either side,
 carefully work around the buildings and walls. The same old tricks
 apply. If Skarin automatically draws his weapons, at least one
 bad guy has detected him. Either kill off the alerted guards
 or sit behind cover for a while to get things to settle down.

 Go north past the portal stones (red glow), and cross the crappy-looking
 wooden bridge connecting to the north half of Thornvik. Look for the
 short, blocky tower. Enter it, preferably through the basement doorway.
 Kill the traitor in the tower's basement to obtain the Prison Key.


Legion's Prison Cave:

 To the northeast of the Wassailton Leystone. To get there, go through
 the west tunnel entrance near the Mountain Encampment. Fight through
 the tunnels, hanging right after entering to reach the locked gate more
 easily. (The Prison Cave Leystone is at the alcove near this gate.)

 Use the Prison Key to open the locked gate to the inner cave. Cross
 the wooden bridge over the fiery pit of death. Talk to Sven, past one
 of the cell walls, to learn how to help his guys break free. Follow the
 slope up to the second level. Flip the lever switch in the break room,
 at the end of the second level, to open the cells.


Thornvik:

 With the previous key areas all freed, and with a sufficient army ready,
 use the Battle Horn option on the Map Screen to begin the mass attack.
 Skarin should really know the drill by now. Waste the giants and the
 champions to earn Dragon Runes, which should then be used to make the
 dragons obliterate the shamans.

 At the first part, use the dragons to fry the shaman on top of the
 main walls for an easier time. If Skarin runs out of Dragon Runes,
 he will need to sneak into the town like before (entering via the
 west or east side) and then murder that shaman normally.

 At the last part, Skarin has to help Asta reclaim the enemy-held portal
 stones (red glow). Like before, use the center of the portal stones to
 help her teleport there, and then make sure nothing funny happens to her
 while she's at work.


------------------------------------------------------------------------------
[2.6] Isaholm - Part 2
------------------------------------------------------------------------------


Thornvik Get:

 Skarin moves his base to Thornvik, although the Landing Camp continues
 to have its own shopkeeper and blacksmith. Available for purchase now
 is the Health Advance Stage 5.

 Talk to Alfan the chieftain, to the southwest of the portal stones,
 to obtain the Travel Papers. Give them to Kalf the guard, at the
 north gate, to open that gate.

 Give Isaholm Mead to Valin the innkeeper, at the beer hall near the
 south wall, to earn extra cash.


Lumber Mill:

 To the north of Thornvik, or to the west of the Lumber Mill Leystone. Kill
 the shaman and the giant, along with any other enemies in the way. Open
 the prisoner cage between the buildings. Talk to Beck the lumber master,
 to the east of the cage, to learn that his source of wood is threatened.


Forest:

 To the south of the Lumber Mill. Kill all the enemies in the middle of this
 forest to obtain the Warband Insignia. Give it to Beck at the Lumber Mill to
 gain his full support. By the roof of Yggdrasil, what's with the top of that
 central bunch of trees?


Gateway:

 To the east of Thornvik. The massive gate is shut tight, and banging
 against it like some crazed savage won't work. Instead, go east from
 the Dragon Stones. Near the Bolthor's Domain Leystone, turn south.
 Jump across the broken wooden bridges, and sidle along the narrow
 ledges. The cliffside path here leads to the top of the walls
 of the Gateway. Flip the lever switch on these upper walkways
 to open the massive gate. To exit, climb down the ladders within
 the south section of the wall, and open the door.


East Tower:

 To the northeast of the Bridge Leystone (or to the west of the
 East Tower Leystone). The front door is locked, and the basement
 doorway is grated shut. Climb further up the cliffs behind to
 the east, and cross the wooden bridge connecting to the tower's
 fifth level. Open the chest on the top level to obtain the
 East Tower Cellar Key. Use it to open the locked door to
 the basement (from the first level), freeing the prisoners.
 To exit, go through the front doorway.


Fellkeep:

 To the north of the East Tower. Talk to Asta (who has made it here earlier
 on her own somehow), by the campfire not far from the Fellkeep Leystone,
 to obtain the Shaman Cave Key. It's time to go on a spiritual journey.
 One with lots of blood and violence.


Shaman's Cave:

 To the west of Fellkeep. From the south gate of Fellkeep, go down the slopes
 to the shallow lake at the bottom. Free the prisoner trio along the way,
 and kill the giant and the other enemies there. Use the Shaman Cave Key
 to open the locked door at the end of the shallow lake. Open the chest
 inside the cave to obtain the Sacred Herbs. Talk to Asta at Fellkeep
 for additional details.


Cave (Ritual Flame):

 To the southwest of Fellkeep. From the south gate of Fellkeep, follow the
 high hills to the southwest first. Go past the Helhola Leystone, and enter
 the cave leading up north. Fight through the tunnels. Use the Sacred Herbs
 at the stone pedestal, at the bottom end of the cave (with the cool-looking
 statue nearby), to learn more about the giants. Talk to Asta at Fellkeep
 for additional details.


Cave (Dragon Gem):

 To the southwest of Fellkeep. Go through the west gate of Fellkeep, to the
 high plateau. (Grundi the guard will allow Skarin to pass there after he
 completes his brief spiritual journey.) Enter through one of the tunnels
 from the north side of the mountains.

 A shaman guards a locked gate on the second level. After kicking his ass,
 ignore the gate for the meantime, and continue along the high path. Open
 the chest at the very end of this high path to obtain the Cave Gate Key.
 Use it to open the locked gate. Follow the path leading deeper down into
 the cave, and kill the giant and the other enemies at the bottom chamber.
 Open the chest on the stone dragon arm, over the lava pool, to obtain
 the Mjolnir Gem (which completes the Dragon Amulet).


Giant's Forge:

 To the west of Fellkeep and the North Camp Leystone. Fight down
 into the pit. At the bottom level, look for a partially open doorway
 in front of a lava pit. Sidle along the red beams connected to the
 open door. Use the sword at the forge, on the stone dragon arm, to
 supercharge it. Man, what a rip. To exit, use the Jotunheim Leystone
 at the top of the giant winding stairs.


Camp (Kuan's Camp):

 To the southwest of the Giant's Forge. Open the prisoner cage by the cliffs.
 Talk to Kuan, near the cage, to learn about another viking traitor, Kalgrim.
 It's going to suck to be that man in about two minutes.


Turncoat's Location:

 To the southeast of Kuan's Camp. Kill Kalgrim, near the short towers,
 to obtain the Traitor's Shield. Give it to Kuan to gain his full support.


Dragon Stones:

 To the southeast of the Lumber Mill and the Lumber Mill Leystone.
 Use the Dragon Amulet with the Mjolnir Gem at the summoning stone
 (the large circular platform) to summon Bolthor. Incoherent viking
 screaming seizures rock.

 By this point, Skarin should be ready to lead the last major battle for this
 island world. Now is a good time to pick up any remaining special attacks
 and other upgrades.


Hel's Fortress:

 At the center of the north half of Isaholm. With the sword dunked into
 another forge, with Bolthor summoned, and with a sufficient army ready,
 use the Battle Horn option on the Map Screen to begin the mass attack.
 Things here should be nothing that Skarin can't handle.

 At the first part, focus on killing the shamans on the short towers.
 (Asta and the other friendly shamans may also take over those towers
 once they are cleared of enemies.) After breaching the outer wall,
 there will be three giants. Interestingly enough, the dragons can
 nuke these giants in this battle. Skarin might as well have them
 do so, if he has collected enough Dragon Runes, because this is
 the last time the dragons can be used. At the third part, fight
 up the stairs to the enemy-held portal stones (red glow). Like
 before, use the center of the portal stones to help Asta teleport
 there, and help keep her hide free of rusty metal blades and other
 sharp pointy things while she seizes control of the portal stones.

 However, reclaiming the portal stones won't end the battle yet.
 Skarin now must fight alone through the fortress proper. As he
 moves up along the stairs and corridors, there will be several
 enemies. For the ones who teleport into the place, he can actually
 perform stealth attacks against them while they're still materializing.
 Kill a shaman, a champion, and then another shaman to eliminate the
 flame barriers that bar the path. Go to Hel at the top level.

 At the first part of the battle against Hel, she behaves like
 a super shaman. She doesn't directly attack Skarin, but she will
 keep generating a flood of regular bad guys, all the while covering
 herself and sectioning off the floor with flesh-burning walls of flame.
 Ignore Hel for now, and focus on destroying the four small pillars,
 one in each quadrant of the room, while fighting off her thugs.
 The flame barriers will temporarily vanish after a while, though
 not always together. This is the most challenging scene, and the
 key lies in withstanding the onslaught of enemies. Don't be afraid
 to kill off any henchmen first if they're getting in the way. The
 flame walls will hurt the bad guys, too, but try to personally deliver
 the killing blow against them, so they might drop Green Energy Motes.
 Use everything, from Elemental Magic to cheap special attacks (for
 instance, the super jumping chop) to survive. After all four pillars
 are gone, continue fighting until Hel switches plans.

 At the second part of the battle against Hel, she manifests herself
 as a big, ugly giant. Luckily, this monster is no Midgardsorm, and
 things here are way easier compared to the previous part. As with
 the earlier giants, hack her up with the usual attacks first, using
 the evade maneuver to avoid the returning blows, and then go through
 the button prompt challenges, which are only a little more complex
 than before. If Skarin gets knocked away, he should waste the regular
 bad guys who show up and then resume with the button prompt challenges.

 If Skarin defeats Hel, congratulations on finishing the game, and enjoy
 the ending. Maybe now Skarin can finally go home and take a nap with Asta.


==============================================================================
[3] Red Skulls (22 total)
==============================================================================

 The Red Skulls are only for the Achievements (and are virtually meaningless
 in the PS3 version, which doesn't have Trophies). Skarin must obtain
 them when he is sneaking through their indicated areas, because they
 will disappear when he begins the mass battles at those areas.

 The second island world (Galcliff) has twelve Red Skulls across
 Holdenfort and Caldberg.


------------------------------------------------------------------------------
[3.1] Red Skulls at Darkwater (6 total)
------------------------------------------------------------------------------

 The Skulls are listed in the order they can be found if Skarin sneaks
 clockwise along the perimeter, beginning from the entrance point with
 the green tapestry (at the east side of the perimeter). Some of the
 Skulls here require Skarin to rush past enemies to reach them, but
 there is no worry. Any obtained Skulls are saved, freeing Skarin
 to work toward the rest after Asta revives him. LOL.

 - Near the perimeter's southeast corner. From the beginning entrance
 point with the green tapestry, turn left toward the southeast, climb
 over the short fence and the group of crates and barrels, and climb
 up the ledge. The Skull is on the floor between the stockade and a
 brief wooden plank wall.

 - Within the southwest interior. From the portal stones (red glow),
 turn toward the middle of the entire compound, and look for a stack
 of several standard-sized barrels near a shop building. The Skull is
 in front of this stack of barrels. (This requires rushing past the enemies.)

 - Near the perimeter's northwest corner. Sneak past the portal stones
 (red glow), and reach the northwest corner. Look for a U-shaped group
 of crates. (These crates lead up to the northwest yard with three enemies
 who are training against dummies.) The Skull is in the space within this
 group of crates.

 - Near the perimeter's north side. Look for the two short stacks of crates
 near the long, half-cylindrical wooden building. The Skull is near these
 two short stacks of crates.

 - Within the northern interior. Look for the well near the north gate.
 (This north gate faces the short dock just outside the stockade.) The
 Skull is beside this well.

 - Within the east interior. From the beginning entrance point with
 the green tapestry, turn right toward the north, but stay on the
 higher level, and don't go down to the lower level yet. Across the
 part of the road that slopes down toward the northeast, look for
 an obelisk with criss-crossed surfaces. The Skull is near this obelisk.
 (This requires rushing past the enemies.)


------------------------------------------------------------------------------
[3.2] Red Skulls at Holdenfort (6 total)
------------------------------------------------------------------------------

 The Skulls are listed in the order they can be found as Skarin sneaks from
 the fence entrance point to the Holdenfort Barracks near the portal stones
 (at the south half's upper region). All of the Skulls here appear roughly
 along a possible route that Skarin can take to reach the end point.

 - At the south half's east bridge level. From the southwest entrance point
 with the fence climb, go north toward the drinking hall. The Skull is inside
 the short fence corner before this drinking hall.

 - At the south half's docks. Go to the lowest rocky shore near the
 ladder that leads up to the east bridge. Look for a shelf with a lantern.
 The Skull is near this shelf with the lantern.

 - At the north half's docks. After crossing the east flood gate to reach
 the north half's docks, go to the northeast. Look for a wooden shelf with
 three barrels and a lantern, by the rocky cliff walls facing the sea to
 the east. The Skull is beside this shelf.

 - At the north half's east bridge level. After climbing up from the docks,
 look for the large shop building near a drinking hall, near the large
 stairs that lead up to the highest levels. The Skull is behind this
 large shop building.

 - At the north half's west bridge level. South of the big, long north slope,
 look for a well. Go to the series of buildings north of this well. Around
 these houses near the well, look for a fence's corner that has a torch
 on it. The Skull is inside this corner of the fences.

 - At the south half's west bridge level. Go to the house directly south
 of the west bridge. This house is below the portal stones (red glow).
 Search the short fence around this house. The Skull is inside this
 short fence's northeast corner.


------------------------------------------------------------------------------
[3.3] Red Skulls at Caldberg (6 total)
------------------------------------------------------------------------------

 The Skulls are listed in the order they can be found if Skarin sneaks
 through Caldberg from the northeast, down across the south, and then
 back up to the northwest. The last two Skulls (at the central region
 and at the northwest region) require him to make unusual detours from
 the Second Mugin Gem Fragment that is hidden at the southwest shrine.

 - In the north interior. From the northeast entrance point with the
 climbable netting, go directly west. The Skull is between a building
 and the north high walkways.

 - In the southeast interior. From the entrance point with the climbable
 netting, turn left, and sneak or fight south across the front outer wall
 (along Caldberg's east side). At the southeast end of the outer wall,
 look down to the lower levels for a house at a middle terrace-like place,
 with a wagon below it. The Skull is in the corner behind this house.

 - At the south docks. The Skull is near a single crate along the
 dock walkway that follows the southern perimeter.

 - Within the southwest interior. From the T-shaped docks at the west end
 of the south docks, climb up the netting to the west to reach a market area.
 Look for a large tree next to a fish stall that overlooks the T-shaped docks
 below. The Skull is near this large tree.

 - At the central region. From the Caldberg Leystone at the west side,
 go east up the steps and toward a wagon. Keep going east to a terrace
 dead end that overlooks the water in the middle of Caldberg. The Skull
 is at this terrace dead end.

 - Within the northwest region. From the Caldberg Leystone at the west side,
 go up the stairs to the northeast, and look for more sets of stairs where
 enemies routinely pass. Near one of these stairs, look for suspended pallets
 with three barrels and a crate on them, with a lantern on more crates under
 these pallets. The Skull is at the corner near these suspended pallets.


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[3.4] Red Skulls at Thornvik (4 total)
------------------------------------------------------------------------------

 The Skulls here are the easiest to find, because they mark the ideal path
 to sneak to the north tower, where the enemy target is located.

 - Near the south half's perimeter's east. From the southwest entrance point
 with the lava pit jumps, go south along the inside of the outer wall, past
 the gate with the closed portcullis. The Skull is near a set of stairs that
 leads up onto the outer wall.

 - At the south half's east side. Sneak to the other side of the fence
 barricade in front of the south half's east gate with the closed portcullis.
 The Skull is near the large torch brazier and the house, on this side of
 the fence barricade.

 (The wooden bridge is near the portal stones.)

 - Near the north half's perimeter's west side. After crossing the crappy
 wooden bridge into the north half, turn left. Hide behind the boulder as
 needed until the enemies turn away. Go west from the bridge, and go behind
 the wooden plank structure and the stack of three crates. Turn toward the
 west outer wall. The Skull is on the slope by the outer wall here.

 - Near the north half's perimeter's north. From the previous location,
 continue sneaking along the west and then the north perimeter.
 The Skull is between the perimeter wall and the basement entrance
 that leads into the north tower with the enemy target.


==============================================================================
[4] (reserved)
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==============================================================================
[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Source Information
------------------------------------------------------------------------------

Name: Viking: Battle for Asgard

Developer: The Creative Assembly
Producer: Sega

Genre: action adventure
Players: 1

Save: Memory Storage (X360: 592 KB, PS3: 1024 KB)

Publisher: Sega

Release Date: 2008-03-25

Case Details:

 Show No Mercy

 You are Skarin, a rage-fueled Viking warrior hell-bent on revenge. The goddess of death has
 resurrected a legion of demon warriors to overrun mankind and begin the apocalypse. Wage
 all-out war to annihilate the enemy and free the Earth from the grip of the Underworld.

 - Brutalize enemies with fire, ice and lightning attacks.

 - Battle armies of undead warriors in an open world.


------------------------------------------------------------------------------
[5.2] Soundtrack Information
------------------------------------------------------------------------------

 Viking: Battle for Asgard: The Soundtrack Copyright 2008 Sumthing

Name: Viking: Battle for Asgard: The Soundtrack
Code: SE-2046-2

Publisher: Sumthing
Release Date: 2008-09---

UPC: 669311204622

Tracks:

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Time  Tune (29 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 01  0:14  Creative Assembly Logo
 02  1:37  Prologue
 03  2:44  The Soul of Midgard
 04  0:47  The Village of Brighthelm
 05  1:26  Bruthwaite and Slaterdale Mines Part I
 06  1:06  The Monastery at Kirkja Part I
 07  1:32  Enemy Territory Part I
 08  1:35  Bruthwaite and Slaterdale Mines Part II
 09  1:04  The Monastery at Kirkja Part II
 10  2:23  The Battle for Darkwater
 11  1:46  The Fall of Drakan
 12  2:11  Enemy Territory Part II
 13  1:31  Flatturgrunnur Caverns Part I
 14  1:49  The Ambush in Sutherine
 15  1:35  Flatturgrunnur Caverns Part II
 16  2:06  The Battle for Holdenfort
 17  0:49  The Town of Holdenfort
 18  2:38  Njordfell Mines
 19  2:07  The Battle for Caldberg
 20  1:02  The Extradition of Hel
 21  1:57  The Ambush in Wassailton
 22  2:29  Nordor-Holm Caves
 23  2:01  The Battle for Thornvik
 24  0:58  The Town of Thornvik
 25  2:52  The Fire Caves
 26  2:12  Hel's Fortress Battle
 27  2:02  Skarin and Hel's Final Battle
 28  1:42  A New Beginning
 29  2:47  Choir of Valkyries
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------------------------------------------------------
[5.3] Document Credits
------------------------------------------------------------------------------

The Creative Assembly (www.creative-assembly.com)
 For developing Viking: Battle for Asgard.

Sega (www.sega.com)
 For producing Viking: Battle for Asgard.

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alex Round for actually authoring this document.


==============================================================================
[6] Contact Information
==============================================================================

 mail: faididi@yahoo.com


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