Viking: Battle for Asgard Walkthrough :
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Walkthrough - MUST SEE
***************************************************************** * * * Viking: Battle for Asgard Guide * * version 1.0 * * * ***************************************************************** /=============================================================== | Table of Contents | |===============================================================| | 1: Intro & Legal | | 2: Methods of Mayhem | | 2.1: Hacking & Slashing | | 2.2: Magic Runes | | 2.3: Items | | 2.4: Dragons | | 3: Walkthrough | | 3.1: Nilfberg | | 3.1.1: Brighthelm | | 3.1.2: Hilltop Farm | | 3.1.3: Lost Cargo | | 3.1.4: Battle Horn | | 3.1.5: Ancient Ruins | | 3.1.6: Battle Arena | | 3.1.7: Warrior Havelock? | | 3.1.8: Gorge | | 3.1.9: Clifftop Cave | | 3.1.10: Drawbridge | | 3.1.11: Quarry | | 3.1.12: Ambush | | 3.1.13: Shipwreck | | 3.1.14: Monastery Cave | | 3.1.15: Cave | | 3.1.16: Monastery | | 3.1.17: Viking Encampment | | 3.1.18: Darkwater Portal | | 3.1.19: Ancient Ruins | | 3.1.20: Battle of Darkwater | | 3.2: Galcliff | | 3.2.1 Galcliff Landing Camp | | 3.2.2 West Camp | | 3.2.3 Cave Camp | | 3.2.4 Distillery | | 3.2.5 Ruins | | 3.2.6 Mercenary Camp | | 3.2.7 South Tower | | 3.2.8 Ambush | | 3.2.9 Quarry | | 3.2.10 East Cave | | 3.2.11 Central Cave | | 3.2.12 Plateau Camp | | 3.2.13 Holdenfort Barracks | | 3.2.14 Battle of Holdenfort | | 3.2.15 Liberated Holdenfort | | 3.2.16 Bridge Camp | | 3.2.17 Bay Ruins | | 3.2.18 Arena Camp | | 3.2.19 Battle Arena | | 3.2.20 Watchtower | | 3.2.21 North Beach Camp | | 3.2.22 Lumber Farm | | 3.2.23 Farm Camp | | 3.2.24 Vineyard | | 3.2.25 Guerilla Camp | | 3.2.26 Mine | | 3.2.27 Dragon Gem Mugin | | 3.2.28 Dragon Stones | | 3.2.29 Crypt | | 3.2.30 Battle of Caldberg | | 3.3: Isaholm | | 3.3.1 Landing Camp | | 3.3.2 Ingolf's Quarry | | 3.3.3 Beekeeper Im | | 3.3.4 Kiarr's Farm | | 3.3.5 Strange Noises | | 3.3.6 South Watchtower | | 3.3.7 Mountain Encampment | | 3.3.8 Legion's Prison Cave | | 3.3.9 Nydi's Distillery | | 3.3.10 Ambush Point | | 3.3.11 Arena Cavern | | 3.3.12 Traitor of Thornvik | | 3.3.13 Legion's Prison Cave - Revisited | | 3.3.14 Battle for the Settlement of Thornvik | | 3.3.15 Liberated Thornvik | | 3.3.16 Lumber Mill | | 3.3.17 Forest | | 3.3.18 Gateway | | 3.3.19 Camp | | 3.3.20 East Tower | | 3.3.21 Fellkeep | | 3.3.22 Shaman's Cave | | 3.3.23 Cave | | 3.3.24 North Camp | | 3.3.25 Cave | | 3.3.26 Dragon Stones | | 3.3.27 Camp | | 3.3.28 Camp | | 3.3.29 Camp | | 3.3.30 Camp | | 3.3.31 Turncoat's Location | | 3.3.32 Giant's Forge | | 3.3.33 Hel's Fortress | | 3.3.34 Hel | | 4: Achievements | | 4.1: Story Achievements | | 4.2: Killing Achievements | | 4.3: Skulls | | 4.4: Arena Education | | 4.5: Misc | ===============================================================/ ================================= | 1: Intro & Legal | ================================= This guide is written to help players find their way through Viking: Battle for Asgard. You probably shouldn't reproduce my work and pass it off as your own. Hence, this section of the faq. This guide is for personal use and as such may be not be reproduced under any circumstances. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This guide has been submitted to gamefaqs.com and is also available at wikicheats.com. Copyright 2008 Joe Siwek. Baronpwent on gamespot.com & gamefaqs.com Malovane on wikicheats.com Feel free to contact me at one of the above sites with questions or comments. ================================= | 2: Methods of Mayhem | ================================= This section describes the various techniques and abilities at Skarin's disposale. ----------------------------------------- | 2.1: Hacking and Slashing | ----------------------------------------- Skarin wields two basic weapons. A sword and an axe. These are the standard implements of death that Skarin will use to dispatch legion soldiers. Skarin can purchase a variety of special attacks. Special Moves ------------- Njord's Wrath - Weak jumping attack Odin's Will - Basic stun attack following a single attack. Thor's Hammer - Allows use of Slow Rage Level 1 Baldur's Curse - Allows use of Fast Rage Level 1 Fenrir's Bite - Quick stealth kill from a bit of range. Fenrir's Might - Allows use of Slow Rage Level 2 Freya's Chariot - Medium Stun Attack that follows after a 2 move combo. Nidhogg's Strike - Allows use of Fast Rage Level 2 Hel's Fury - Medium jumping attack Spear of Odin - Strong stun attack that follows after a 3 move combo. Valkyrie's Stampede - A vicious counter attack Baldur's Silence - A close range stealth kill. Odin's Doom - Strong jumping attack Might of Valhalla - Allows use of Slow Rage Level 3 Valkyrie Strike - Powerful stun attack that follows after a 4 move combo Curse of Fenrir - Allows use of Fast Rage Level 3 Rage Mode --------- Rage mode allows Skarin to access stronger moves. Every normal attack will add a rage counter. Rage moves will drain these counters in exchange for unleashing a powerful attack. Slow Attacks Rank 1: Skarin leaps into the air and delivers a dual weapon attack. Rank 2: Skarin executes a small twisting hop and delivers a powerful strike. Rank 3: Skarin delivers a powerful double handed strike. Fast Attacks Rank 1: Skarin executes a quick forward stab. Rank 2: Skarin unleashes a barrage of 3 hits against a single foe. Rank 3: Skarin will rapidly attack all nearby enemies with 5 hits. --------------------------------- | 2.2: Magic Runes | --------------------------------- Magic Runes line Skarin's sword. These runes allow you access to 3 elemental forces. When called upon, Skarin's sword will be enchanted with the corresponding element. Nearby allies will also be blessed with the same enchantment which is extremely helpful in the large scale battles. ***Fire*** When used, Skarin's sword causes enemies to be immolated. Normal legion soldiers will rapidly burn to death. Some of the more robust legion soldiers will survive the flames but can be easily dispatched while they panic in response to being on fire. Skarin's unleashed fire magic causes him to breath forth flames in a forward cone. ***Lightning*** Wreathed in lightning, Skarin's sword will electrocute his enemies. The unleashed lightning magic throws lightning from his sword elevating enemies into the air as they are electrocuted. ***Ice*** Skarin's sword freezes enemies. This causes their movements to become sluggish. Further attack will actually cause the frozen victim to shatter. The unleashed ice magic will freeze the area immediately surrounding Skarin. Nearby enemies caught in the icy blast will become frozen solid and can be easily shattered with a quick strike. --------------------------------- | 2.3: Items | --------------------------------- There are several items that can be purchased from shops that will aid Skarin. ***Throwing Axes*** Skarin can carry up to 10 throwing axes. These are effective at quickly dispatching targets from range. One thrown axe is enough to drop most legion soldiers. Mostly, throwing axes are useful for stealth assaults to take down sentries. ***Flame Pots*** Skarin can carry up to 3 flame pots. These are another ranged weapon. However, flame pots are far more destructive than throwing axes. Think of them as grenades as they will explode on impact, killing not only the target but also damaging and often killing any other legion standing nearby. Flame pots are an effective way of dealing with clusters of unsuspecting legion soldiers. ***Meals*** Meals provide a temporary boost to Skarin's health. This boost increases your max health. Any damage suffered will first be taken from this bonus. ***Potions*** Potions restore lost health. These should be saved for infiltration missions for the most part since death isn't much of a set back in any other case. ***Health Upgrades*** Health upgrades increase Skarin's max life. ***Treasure Maps*** These maps add yellow dots to the mini-map showing the location of gold. --------------------------------- | 2.4: Dragons | --------------------------------- During the major battles between Skarin's viking army and Hel's legion, you have the ability to call upon your dragons to breath fire on the enemy. This requires first gathering dragon runes during the battle. These are gained by killing major targets such as legion champions and shamans. You can hold up to 3 dragon runes at a time. Commanding your dragons to attack requires either 1 or 2 dragon runes. Typically, 1 rune is required to attack groupings of legion archers while 2 is required to target Legion shamans. ================================= | 3: Walkthrough | ================================= --------------------------------- | 3.1: Nilfberg | --------------------------------- 3.1.1: Brighthelm ----------------- This is your home base. Your first task is to speak with the Shaman Asta near where you begin. She tasks you with summoning a dragon. This won't be possible until much later, so don't worry about it for now. There is a lot of gold to be found within Brighthelm, so explore it well. Any barrel's of mead can be brought to Torv for gold. The blacksmith will provide the first level rune upgrades for your sword. Talk with Chieftain Haral and the gates of Brighthelm will open allowing you access to the island proper. Before heading out, proceed north onto the beach and search for more gold and some vikings to rescue. 3.1.2: Hilltop Farm ------------------- This is your first objective after leaving Brighthelm. The farm is found just NE of Brighthelm. A group of vikings have been imprisoned here and the legion presence is cutting off vital food production. Clear out the legion around the viking's cage. If you free them, they will assist in clearing any remaining legion in the area. Once liberated, the Miller requires that you find his lost cargo and deliver it to Brigthhelm. 3.1.3: Lost Cargo ----------------- This is found just SE of the farm. Simply clear out nearby legion and pick up the cargo. Return the cargo to Brighthelm. This will open up access to the shop. The shop sells a variety of goods. Throwing Axes - 5 gold each Health Potions - 30 gold each Meal - 50 gold Health advance stage 1 - 420 gold Gold Bag Treasure map - 190 gold Urn Treasure map - 280 gold Treasure Chest map - 360 gold The treasure maps are invaluable and will pay off very quickly. The gold bag one in particular since there are so many small bags scattered around the island. The health advance should also be purchased asap. 3.1.4: Battle Horn ------------------ After returning the lost cargo, the task to retrieve your father's battle horn will appear. The horn is held by a Legion Champion. These large foes radiate a crimson aura and require a button pressing god of war style mini-game to kill. The champion roams the road near the Hilltop Farm Leystone. He will be accompanied by a single legion soldier. A few more legion soldiers may be near by. Take out the regular soldiers first and then focus on the Champion. The trick to fighting champions is to use hit and run tactics. Attack after the Champion attacks and dodge whenever the Champion tries to attack you. Continue to beat on the Champion until he begins to tire. At this point, the button pressing mini-game becomes available. Succeed at it and the Champion will die. 3.1.5: Ancient Ruins -------------------- The ancient ruins have been taken over by more legion troops. A viking clan are being held prisoner here. Free them quickly so they can help clear out the legion. After clearing out the legion, climb up into the ruins. You'll find several gold bags on the way up. Climb across a vine covered wall to reach the uppermost section where you will find the Hugin Gem. This is a dragon gem that will be needed later. Head back down and talk to the viking Cadby who will ask you to find a missing viking named Havelock. 3.1.6: Battle Arena ------------------- This is just NE of the Ancient Ruins. Skarin can purchase special moves from the ancestral spirit found here. The first 5 moves are available initially for purchase. Njord's Wrath - 0 gold Odin's Will - 150 gold Thor's Hammer - 300 gold Baldur's Curse - 300 gold Fenrir's Bite - 700 gold Fenrir's bite is one of the most useful abilities in the game. Learn it as soon as possible. After learning Odin's Will, Thor's Hammer, and Baldur's Curse, the next rank of those abilities will be available to learn. Fenrir's Might - 800 gold Freya's Chariot - 300 gold Nidhogg's Strike - 1500 gold 3.1.7: Warrior Havelock? ------------------------ This event is located north of the battle arena along the beach. After completing the task, return to Cadby to get his clan to join your cause. To return quickly to Cadby, drown in the nearby ocean and teleport to the Ruins Leystone. 3.1.8: Gorge ------------ This requires that you first obtain the battle horn, train at the battle arena, and rescue a number of viking clans. Once you meet these requirements, you can send your army against the Legion stationed in the Gorge. This is the first large scale battle. You will be surrounded by other viking warriors and face a large host of various Legion soldiers. Immediately head to the right as you enter the gate. Clear the ledge of archers and rescue the two groups of vikings. They'll immediately take up arms and join the fray. Fight and kill all the legion soldiers. Once liberated, talk to Cave Gorge Army Leader Amulf. Unlock the gate behind Amulf and proceed through the cave. Follow on this path to cross over the second half of the island. Continue along and up the cliffs. Legion here can easily be shoved to their doom. Along the way, you'll find the Clifftop Path Leystone. 3.1.9: Clifftop Cave -------------------- These caves are linear, so just proceed through killing any legion that stand in your way. You'll get a brief cut scene midway through. Once through the caves, you'll find a group of vikings held prisoner at a legion encampment. Kill the legion. Free the vikings. Nearby, you'll find the Drawbridge Leystone. 3.1.10: Drawbridge ------------------ The Drawbridge consists of two small watchtowers guarding the bridge. As you approach the drawbridge from the east, sneak into the open doorway of the first tower. Three legion soldiers slumber here. Take them out stealthily if you can. The second tower is barricaded by a spiked fence. Thankfully, it is in disrepair and there is a section Skarin can climb over. Three legion await in a group just over the fence. Sneak into the lower section of the tower and kill the lone sleeping soldier. Loot the chest while you are here. Head back outside and along the west wall of the tower is a bunch of vines that you can climb. Once atop the tower, kill the archers and cross the walkway to the other tower. Now you must drop down a few levels. You'll drop down into a room with two shield soldiers. If you can, stealth execute one of them. Regardless, kill both soldiers and use the hand crank in the corner to lower the drawbridge. Open the door and head off to your next objective. 3.1.11: Quarry -------------- The quarry lies just NW of the drawbridge. It can be approached from either stealthily from the west or through the main gate to the north. The Quarry Leystone lies to the north. If you do proceed to the north, be watchful for a Legion Patrol heading into Darkwater. The patrol is 50 soldiers strong which would probably prove a difficult task for you alone. Before heading into the quarry be sure to take out the 3 archers along the eastern ledge. Clear the upper tier of the quarry first. This wraps around from the north entrance to the west. Head down to the bottom level and make your way to the north. The viking clan is held captive in a bone cage at the far end. Once free, they will help clear any remaining legion. Gather any treasure nearby and talk with Quarry Master Kel. He will task you with leading an ambush against that Legion Patrol that heads into Darkwater. 3.1.12: Ambush -------------- This is a miniature army battle, Skarin and the Quarry clan vikings vs the Legion Patrol. You'll attack from a small farm stead along the road. If you have any magic, unleash it right at the start. It will enchant not only Skarin but nearby vikings. The enchanted vikings will make short work of the patrol. Once completed, return to the Quarry and speak with Kel again. His clan will join your army. He'll also give you some explosives that allow you to enter the Monastery Cave. 3.1.13: Shipwreck ----------------- After finishing at the Quarry, take the west exit. There is a beach nearby with a shipwreck and a group of legion soldiers. Kill the 5 legion soldiers and gather the treasure here. The chest contains some medical supplies that will be needed later. 3.1.14: Monastery Cave ---------------------- The entrance to the Cave is just north of the shipwreck. Use the explosive to blow open the locked gate. The cave is pretty linear. You'll come to a gap that is too large to jump, but there is a narrow walkway along the left wall you use to cross. Immediately across the gap is another viking clan. Talk with the Warrior Ingemar. He'll inform you that he and his clan are in need of medical supplies. If you already visited the shipwreck, you'll hand them over and add another clan to your army. The vikings will help clear the rest of the cave. Gather any treasure along the way. You'll come out of the cave on the north end of the mountains. 3.1.15: Cave ------------ Continue NE after exiting the Monastery Cave. There is another small cave where vikings are being held captive. Kill the 3 legion soldiers and free the vikings to add another clan to your army. 3.1.16: Monastery ----------------- Proceed west from the cave and you'll end up having another vision. Continue west and kill any legion in your path. It's fairly easy to shove them off the nearby ledge. As you proceed, you'll see a Legion Champion push a viking to his death. As you head under the overhanging monastery, there is a group of 8 legion. You can take several out through stealth if you're careful. Continue along as the path wraps back to the east and you'll reach the Monastery leystone. Head into the Monastery when ready. The first courtyard is littered with more legion to kill. Try to remain stealthy as long as possible to make things easier on yourself. Freeing the vikings will provide aid in combat and at the very least a distraction if you can reach them without being seen. The NW archway leads to a spiral staircase the will take you to the next floor. As you proceed, you'll see a legion shaman who will summon 2 soldiers and run away. Kill the soldiers and give chase. Hug the wall at the first gap to cross a thin walkway. At the second, leap across. At the third, use the vines on the wall to climb across. As you chase the shaman into an archway, a legion assassin will drop from the ceiling. Continue on into another courtyard. The shaman will drop a gate preventing further pursuit. Several legion soldiers will attack you. After killing them, make sure to activate the Interior Monastery Leystone that is nearby. Turn the hand crank to open the gate. You'll now face a legion champion and several more legion soldiers. The shaman will make an escape and once again block pursuit by closing a large set of doors. Four legion soldiers will come up the steps. Two from the right and two from the left. After dispatching them, proceed down in either direction to find some viking prisoners. Releasing these vikings will aid in the battle against the legion champion, 4 legion soldiers, and 5 legion archers. Its wise to take out the archers first. Skirt the outside of the area and kill them quickly. Take out the legion soldiers next. Your viking friends are likely mostly dead by this point but that should leave just the legion champion. The champion is not really much different from the one you faced previously. Just pick your attacks and dodge a lot. Execute the champion to gain the ancient key which opens the grand doors. Open the doors to face the legion shaman. The shaman is invincible until the 5 glowing staffs that encircle him have been destroyed. Each takes 3 attacks to destroy. Throughout this time, the shaman will make sure 2 legion soldiers are alive. If one dies, he revives it. Shove the soldiers away if needed and focus on those staffs. Once all 5 are destroyed, you can execute the shaman. From the dead body of the shaman, you'll take the Dragon Amulet. 3.1.17: Viking Encampment ------------------------- SE of the Darkwater leystone, there is a viking encampment along the beach. Free the viking's here to increase your clan size further. 3.1.18: Darkwater Portal ------------------------ Before you can use the dragon amulet and summon a dragon, it must be charged at the Darkwater Portal. This involves sneaking into Darkwater. This is a difficult task given that there is a legion war host occupying the city. The only way into the city that isn't through a gate guarded by half a dozen or more soldiers is found along the eastern wall. There is a blanket that has been slung over a portion of the spiked wall. Skarin can climb into the town here. After you cross over the wall, the first red skull is found just to the south. Continue south and then west, stealth kill any legion in your path. Head up the walkway that leads over the north gate. Ignore the 2 groupings of archers unless you want to alert the entire town. Head down the walkway on the other side. The portal should be within sight. Jump up the nearby crates to reach the portal. Stand in the middle and charge your dragon amulet. You can now head back to the ancient ruins and summon your first dragon. However, if you want to find the other 5 skulls. Now would be the time. They are far harder to acquire during the battle and after the battle you will be moved to the next island. If you do go after the skulls, you will probably die a few times. Just use the leystone and continue coming back. Any killed legion will respawn from the portal. If you stand at the west edge of the portal and look north, you should see a red skull sitting by some barrels. You can simply run over grab the skull and then try to fight all the legion that engage you. You'll probably die though. Reenter Darkwater over the eastern wall. This time proceed north. Follow this path down a few rocky steps and behind a building. At this point, head west. At the road, watch for the patrol and cut across when its clear. Stealth kill your way to the west. You'll find a single legion soldier with his back turned to you as he stares at a reddish wall. The wall is in disrepair and the top is broken. Skarin can climb over at this point. Watch out for the 3 legion soldier patrol that circles the hut in a counterclockwise pattern. One is a horn blower, if he sees you, he'll alert the entire camp. Hug the northern wall. Next to a few nearby crates, there is another red skull. Proceed to the north and west. In the northwest corner is an alcove with 3 soldiers beating on dummies. Continue past this alcove to the southwest. As you come around the corner, there is a group of crates. There is a red skull sitting behind these crates. Entering Darkwater from the east wall. Turn north, but don't go down the rocky steps. Instead, head west and hop the fence. Looking west, across the road you'll see a fence. Just on the other side of the fence, you should see a group of 5 legion soldiers. There is a red skull sitting in the corner near them. This will require a suicide run to get to the skull. If you go to the same point overlooking the road for the previous skull, you can look to the northwest and see the north gate. Just to the SW of the northern gate is a well. There is a red skull sitting behind the well. This will probably involve another suicide run. You should now have all six skulls of Darkwater. 3.1.19: Ancient Ruins: Summoning a Dragon ----------------------------------------- Now that the dragon amulet is complete and charged, return it to the Ancient Ruins and summon forth your first dragon, Arl. You will then learn how to summon the dragon in battle. Pick either the beached or grounded longboat to burn it down. 3.1.20: Battle of Darkwater --------------------------- Before the battle can begin, you must summon a dragon, lower the drawbridge, and liberate enough viking clans. Before starting the battle, be sure to turn in any remaining kegs of mead for gold as well as stock up on any supplies. Its also a good idea to buy a meal before the battle. The health boost will be helpful. When ready, use your battle horn to begin the fight for Darkwater. Your viking army will march against the Legion war host. You will attack from the south. If you die during the fight, Shaman Asta will revive you. The first task of the battle is to kill the shaman on the ridge to the northwest just outside Darkwater. There is a legion champion you can kill directly to the north. Killing the champion is advisable. He'll tear apart your viking army if left unchecked. He'll also reward you with 2 dragon stones that can be used immediately to burn the shaman or can be saved for later use. If you don't use your dragon, charge up the hill and kill the shaman just as you did in the monastery. Killing the shaman will reward you with one dragon rune if done by hand. The legion will retreat into Darkwater. You must now kill two shamans. One is to the west and one is to the east. Either can be targeted by your dragon. A group of archers at the north gate can also be targeted by your dragon. As you enter through the south gate, a legion champion will be coming up the road. Take him down. If you target the eastern shaman with your dragon, it is possible to catch the champion is the blast. Regardless, proceed to take down both legion shamans. Each one killed by hand will drop a single dragon rune. One shaman will probably be killed by your dragon. You will now face another Legion Champion at the Darkwater portal. This one is Hel's Champion, Drakan. He will be fought one on one by Skarin. Dodge as usual and attack when you see an opening. Drakan will push Skarin away if you press the attack too much. Finish the champion as usual. Hel will appear after you have bested Drakan, summoning him away and retreating to the Isle of Galcliff. Watch the cutscene and rejoice in your victory on the Isle of Niflberg. --------------------------------- | 3.2: Galcliff | --------------------------------- 3.2.1: Galcliff Landing Camp --------------------------- This is your starting point for the Isle of Galcliff. You can buy second level magic runes from the blacksmith here. You can also buy new treasure maps from the shop here as well as another health advance. Begin by setting out to the south and then the west to climb up to the ridges overlooking the landing camp. 3.2.2: West Camp ---------------- This camp sits just south of the landing camp. There is a horn blower and several sleeping legion. There aren't many legion here, so make short work of them and free the vikings held captive. 3.2.3: Cave Camp ---------------- Southeast of the landing camp, there is another pack of legion soldiers. There is a small house here and another clan of vikings being help prisoner. Skirt the edge and kill the archers while in stealth if possible. A few shield bearing soldiers patrol the area as well. Kill the legion and free the vikings. Afterwards, Warrior Hrut will want to speak with you. He asks you bring a legion insignia as proof of your leadership. A legion champion holds the insignia within the Central Cave. For now, head southwest toward the Distillery. 3.2.4: Distillery ----------------- Approach from the NW and sneak around the west side. Stealth kill the few legion you cross and when able head for the caged vikings. If you manage to free them without being spotted, they'll make short work of the legion force. Just NE of the Distillery is the Bjorrton Leystone. After clearing the legion, Distiller Njal asks you to retrieve the flame pot recipe. It is found in some ruins that you may have crossed already. 3.2.5: Ruins ------------ These ruins are located just east of the West Camp. There is a shield soldier that patrols in a counterclockwise pattern around the building. Another shield soldier and a regular grunt are inside the building. Kill all 3 and drop into the basement. Use the cellar key Njal cave you to open the door. Kill the soldier and continue down to find the recipe in a chest. Head back out and return to Njal. Flame pots are now purchasable from shops. 3.2.6: Mercenary Camp --------------------- Southeast of the Distillery is a a mercenary camp. As you head for the cave the mercs use as a base, you'll pass the Skirrafel leystone. The mercenary leader Mani wants you to ambush a legion patrol and steal the chest of gold they are transporting. Before beginning the ambush, you must first clear the South Tower. 3.2.7: South Tower ------------------ Head east along the south ridge line to reach the tower. The Sutherine leystone stands right next to the tower. All legion in and around the tower need to be killed. Stealth kill soldiers outside if possible. A lone soldier stands on the south side of the tower. Killing him nets you the tower key. Use it to open the main door to the tower. Just inside the door await 4 legion soldiers. Kill them and proceed up the tower. On the 3rd floor, kill the archers around the edge. You can shove them to their death easily. Along the south wall on the 3rd floor is a door to open. Head outside through the door and climb the rope riggings up to the 5th floor. Continue up the tower killing legion as you go. At the top, kill the 3 archers along the west ledge. Finish the tower by killing the legion shaman. If the tower objective doesn't finish, there is still some legion alive somewhere. Head back down and kill anyone you missed. 3.2.8: Ambush ------------- With the tower clear, you can setup for the ambush. The legion get attacked while they are on the bridge. Simply clear your way across killing all that stand in your path. Use of magic to enchant your viking army will make this a quick skirmish. When the legion patrol is dead, you receive the war chest. Before heading back to Mani, head NE of the bridge to find the Brenna Grof leystone. Use it to transport to the Skirrafel leystone near the merc camp. Giving Mani the war chest adds his troops to your army. 3.2.9: Quarry ------------- Use the leystone to go back to Brenna Grof. The Quarry is just SE of the leystone. Circle around the quarry by heading south and then east. This allows you to reach the upper ledge and kill some archers that are positioned on the west side of the quarry. Circle back south and east killing legion with stealth for as long as possible. Free the viking