Röki
Röki is Polygon Treehouse’s fairy tale built from Scandinavian folklore: trolls, tomte, the Yule Cat, a Nökk in a black pool. Exiled by the Guardians, the troll mother Rörkar steals little Lars to turn her own son Röki into a human, and his sister Tove sets out across the winter forest to wake the Guardians and get him back. This walkthrough covers all three chapters, all 48 findings, the 32 badges, and the second-chapter puzzle logic in the order it unlocks.
How the game plays
WASD or the arrows move, Enter, E or the left button interacts; a controller is comfortable. Esc menu, I inventory, J journal, Shift run, F highlights objects. The rucksack sits top left; the journal flashes under it on new entries. To use an item, open the inventory, click it, then hold the interaction key and drag it onto the target. Saves are automatic. Badges are optional.
Chapter 1: home
Hide and seek by the lake: follow Lars, run, look at the monster statue, throw a snowball at it; pick the snowdrop stalk (finding 1). At the house Lars drops Mr Jotun and its eye falls off: glue from the left drawer of the porch tool cabinet, glue the eye (badge Handy Hands), return the toy; the unusual butterfly on the sill (2). Kitchen: pan from the wall onto the stove, bowl and whisk from the table, eggs from the fridge, whisk, pour. After supper: a log into the stove, pick up the dropped doll, upstairs take the book of tales from the suitcase, give Lars the doll then the book. Night: grandfather’s war badge (3), a log in the stove, outside scatter the crows on the path, then stones from the well at the crows on the outhouse roof (badge). The paw through the window: the sharp shard into it; tie shirt, scarf and trousers to the banister to climb down; origami wolf (4), rag, father’s bottle, rag as fuse, light it at the stove, throw it at the paw. Through the hatch: the light switch draws the paw; the far lamp too; the torch on the crate has no batteries: one in the right cabinet, the drawer below is jammed, chisel from the left box, report card (5) on the box by the ladder, chisel the drawer for the screwdriver, second battery from the toy robot. Shine the torch on the sledge on the ceiling: the monster knocks it down; click it. Badge Big Hill.
Chapter 2: the dark forest
Lars is pulled into a portal. Follow his marbles: the statue clearing loops until you clear the snowdrift left, then marbles right, left, right, into the sphere. The portal clearing: mushrooms scurry off. The oar in the boat (old fish lure behind the rock, 6) opens the door of the Many-Faced Tree to the west: only the Guardians can open the portal, but help the forest and it helps you. The Mother Tree (Tree of Doors) east: scare two pairs of crows, the third pair is too high. Trollhilda’s bridge: the church gate is locked; under the bridge Trollhilda has a spike in her shoulder. Up the path, the carved ravens, empty pupa (7), the snowed-in hut: carved wing (8) behind the bed, downstairs the bear trap, oats under the tree, Kvaak under the bench, spin the top five times (badge). Ravens’ nests up the ladder: the hairpin is always in the last nest you check. Note the roots blocking a path (a blade would cut them); step off the path for badge Detours. Hairpin on the church gate; read all nine gravestones (badge); the petrified troll (1/4); the side building: a buried disc, a bracket by the door, eggshell (9), a plaque of children Lars’s age. Scare the crows off the Path Tree by the fence. Church: old rope from the pew, beetle shell (10) in the left room, the parish book on the altar, the bell-tower ladder. Trap plus rope on Trollhilda: the rusty dagger (badge Troll Friend); she senses the Guardians to the west. Her cave: dried troll snot (11), pebbles, the cauldron, her flute. Pebbles at the high crows: the Mother Tree wakes and opens two root passages (badge). Interlude: as Röki, push the ball to play with Lars.
The sharp dagger
Right door: past Trollhulda’s cave (flowers), up the stairs to the mill pond: a Path Tree wrapped in roots, coins in the ice. Mill: matches, dry wood, the bowl by the tomte hole, the hearth; cellar: hammer, handle, the dead grindstone. Out the left door, handle on the well, water; wood in the hearth, matches, water in the pot, oats (from the hut), bowl of porridge before the hole: the tomte fixes the mill (badges Tomte Summoner, and talk him out, Tomte Talk). Sharpen the dagger on the stone; old embroidery (12) on the beam. Cut the pond tree’s roots, scare the crows: third passage.
To Jotunulfur
Via the Many-Faced Tree, left door, cut the roots behind the hut. Wolf ruins: petrified troll (2/4), up the stairs. The statue hall: stand on the eye plate; the wolves must match their shadows: first four times away, second twice towards, third three times towards, fourth twice away. Constellation door: match the near right stone: panel 3 five times, panel 2 three times, panel 1 until it opens; leaf skeleton (13). Plateau: the bridge lacks a wolf staff; the ice hands fold into a bridge (badge). Fossegrim’s grotto: a “stone creature” brought the staff wanting a flute enchanted; river glass (14); the plates left by petitioners; take the thirst stones to fill at three springs. Scare the crows and cut the plateau Path Tree: fourth passage. Dip a stone in the stream under the bridge. Trollhilda gave the staff to her sister; Trollhulda threw it in the pond and fells a tree over the thorn pit. Still Pool: the lilies make you drowsy; the pool Path Tree, fifth passage; medallion (15) across the water; the cave right: second stone in the spring, tuft of fur (16). Mill pond, left door, cut the branches to the Poisoned Forest: troll (3/4), a footprint; the frog in the murky bog: third stone. Mould blocks the wall arches and regrows; dragonfly case (17); the Path Tree (one crow behind the stones): sixth passage, badge Connecting Link.
Trollhilda’s flute
Trollhulda’s cave: snakeskin (18) in the toolbox, the slug, the recipe book: sleeping tea needs mountain valerian (plateau cave mouth), whispering bindweed (the bell beam) and lethargy lily (the pool). Plateau: valerian; eyes in the dark cave need a torch. Church tower: bindweed. Pool: pick the lily, the Nökk drags you under. Interlude: pull the ice splinter from Röki’s paw. Under the pool: wriggle free, the tentacle blocks left, right: the staff is visible; teddy from the sofa into the water, run past while the tentacle chases it; caught again and set on a crate: hair ribbon (19) in the cupboard, doll off the horse, boots, red bowl, blue cloth off the ship (note the crab trap and cube); combine into a decoy and sit it on crate 8, run (badge). Out through Trollhilda’s cave: her fire is out, ash you will not touch with mittens. Grind the three herbs in Trollhulda’s mortar; light Trollhilda’s fire, tea in the cauldron, take the flute. (The secret badge Matter of Honour: show her the Poisoned Forest gold coins before she sleeps.)
The Fossegrim’s treat and the Nökk
Poisoned Forest: the runes by the bog; the ring of turning stones (1 three times, 2 twice, 3 three times) matches them: a way down. Potion cave: empty jar, divination stones (20), trowel, the cauldron; an unseen voice offers invisibility for a ram’s skull, two nightmare parasites and hairs from a Kvakla’s beard. Ash into the jar; past Trollhulda’s cave, rune bark (21), the steaming burrow: the rag (burns well), the Yule Cat wants his fur black again: bone ornament (22), ash for the ham. Grotto: three wet stones, ham and flute for the enchanted flute (badge). Pool cave: flute on the spring drains it but the creature remains. Many-Faced Tree twice: learn the Nökk’s true name; the eroded stone in the far right of the churchyard, parish book from the altar on it: Ignes Olaf Jolhaffson Markesson; book on the Nökk: it vanishes and the pool freezes. Cave: flute on the spring, flute on the water curtain, dried frog (23) far left, the wolf staff from the upper ledge. Plateau: staff in, turn both so the wolves face each other, cross, troll (4/4, badge, last chance before descending). Blow the horn: Jotunulfur wakes but cannot rise (badge); pull the parasite from his muzzle.
Tove’s vision: the well
Take the safety rope from the well, look at father, climb down; tiny Tove; hands with wriggling fingers. Eyeliner on the floating comb, swim across for mother’s pearls; the house, little Tove; back down, use the eyeliner on the comb, west shore: nail varnish; house: Tove rummaging on the porch; photo of Tove with the cat: the kitchen memory: biscuit rings, two straws, Stoker’s collar, the calendar birthday, the 17th, mother’s camera; east shore photo: father’s tackle box ends in 05, straw, comb from his pocket; the tapping hand takes the collar, take the ring above; the necklace to the hand on the first islet, left; straws plus rope bridge the channel; the boat memory: code 1705, fish hook; comb as ladder, hook on the hand with the medallion, varnish the necklace red for the right hand, ring on the left, take the medallion: little Tove threw mother’s things in the well, not father. Jotunulfur asks you to wake Bear and Deer; he gives the parasite.
Jotunbjörn
Rag from the cat’s burrow, bone from the pool cave: torch, light it with the last match, into the plateau cave: patterned disc 2. Church outbuilding: trowel digs disc 1; cut the bell rope from the beam (badge Bell-ringer), down the hole. Crypt: disc 3 right, tomte cap (24) far left, cut the web for a stone cube; the sarcophagus niche has two cubes; with the pool cube, four: set them by their dots 1, 6, 2, 3. Bear hall: star map piece (25) in the stair room (the stair leads to the church); take the disc from any ring and set the four so each continues the floor drawing; the centre descends. Clear the horn’s web, blow: the widow Drau descends. Interlude: as Röki feed Lars. Webbed and hanging, the Chief Tomte cuts you loose. Mirror 1 (pointing left-down) onto the wall: Drau flees the light. Far left, hatch 1; right past the crystal, up the wall steps, take mirror 2 (left-up); steps left, up, right, hatch 2; left, hatch 3; down, left, mirror 2 on the first mount from the crystal; mirror 1 to where 2 was; steps left, up twice, left to the cave tomte, calm him, left, up, left, hatch 4; down, take mirror 2 to the mount by hatch 1; near steps, right, mirror 3; up to the tomte’s ledge, left, mirror 3 on its mount; take mirror 1, up and right along the beam, mirror 1 on the wall; up right for the sword; hatch 5, cut its web, open: Drau is beaten. Free the three tomte with the sword, ask all four to lift you; Drau rises with the plate; run and blow the horn (badge). Pull the parasite.
Tove’s vision: the piano
Floating furniture, the hatch to the cellar, pull the cover off the piano, play. Near right door: the porch: cheese and biscuits, coffee, pot, the radio gives 12:45, set the clock. Far door: tiny Tove in the house: plate by the mouse hole, coffee in Stoker’s bowl, cover on Shelly’s cage; she whistles mother’s tune, Stoker knocks the pan down, sheet 1. Near left door: giant Tove, little Lars drumming: mother’s bells, give him cup, pan, pot: sheet 2. Near right: bells on the rope: sheet 3. Sheets on the piano. Jotunbjörn agrees and sends you to the Deer.
The mask of invisibility
Ram’s skull from the plateau nest (sharp claw, 26). Poisoned Forest: trowel on the earth mound, gold coins; throw them in the mill pond: Mother Kvakla trades beard hairs for her three lost sons. Trollhulda’s: follow the slug trails for a slug, Krank will not kill slugs; hut: give Kronk the slug, he hops into the rucksack; church outbuilding: hammer on the bracket, take the carved figure; pool: the crab trap; trade the figure for Krank; the trap catches the grumpy kvakling in the bog; give her three sons, cut the beard hairs. Cauldron: two parasites, skull, hairs: mask of invisibility (Space or F1 toggles). Next list: mute tadpole, owl skull, eye-mushroom’s eye, three blue toadstools. Climb the mushroom caps far right, enter invisible, cut the branches for toadstool 1, an unseen voice, owl skull in the niche, the bamboo mushroom; main gate to Jotunhjort’s valley: toadstool 2 on the way up; the mouldy horn regrows faster than you cut. Right gate: eye mushroom off the wall, tadpoles from the puddle, toadstool 3. Cauldron: the mask of appearance: the Little Mushroom appears (badge); he wants three nightmare fruits.
Invisible up the caps, through the gate, appearance on: the shapes are Lars and father; the bamboo mushroom holds a trapped elf who wants his wand from home: key. Right gate, appearance, over the puddle on mushrooms, his house; dig a mushroom (badge Keen Eye may pop here); plant it above the bog behind the gate, dig and plant a second, the house: wand, give it: he leaves it with you (think something magical to grow a mushroom). Up the grown mushroom to the second fruit’s ledge; invisible into the mushroom ring, appearance, shrink the big mushroom with the wand, dig it, owl pellet (27) by the house; right: grow mushrooms up to fruit 1, cut it; shrink and dig the climbing mushrooms (secret badge Growing Pains: wand on the Little Mushroom); plant the third above the bog, grow all three, grow more between caps, fruit 2; right gate, wand across the gap, newt tail (28), plant and grow to fruit 3. Cauldron: mould poison. Valley: elf’s boot (29), poison on the mould, then poison on the sword and cut: it is gone.
Tove’s vision: the mould
Fertiliser from the fridge, doormat, fertiliser on the sprout; the tap is dry; the well outside has water, mother’s watering can from the garage, water the sprout: a stair. Drawer handle from the cabinet, the drawn door needs a mat, then the key under it, the padlock from your old diary on the door, handle in, unlock: water from the bowl, little Tove and her stacking toy; water the next sprout, cross: father crayoning the cradle, paint rings on the newspaper; little Tove scratching with needles; the wardrobe with a monster’s eye: take the door, lay it over the gap; father pouring paint into the engine: brush from the box; mother with a wrench, mouldy; screwdriver; brush to father for crayons, crayons to little Tove, needles and red ring, needles to mother, wrench and blue ring, screwdriver into father’s box for paint, paint on the newspaper, green ring, wrench to father, yellow ring; rings on the toy largest to smallest: blue, green, yellow, red. Jotunhjort wakes and tells Rörkar’s story; the Guardians open the portal. Henrik climbs from the wreck, follows the sledge tracks and marbles to the clearing as the portal closes, takes the oar and rows to the castle.
Chapter 3: the Raven Castle
Henrik senses Tove’s ghost; switch with Space or F1; he finds her journal (badge Other Side). Climbing kit left: note 1/8, climbing hook; moon disc off the statue; the gap behind it: Henrik bends the bars. Tove: arrowhead (30) by the kit; through the bars: icy ladder, the gate mechanism, the pressure plate opens the lever, the odd masonry; two round sockets. Up the hooks to the ledge, through the breach: sun disc off the statue’s horns, a heavy stone; stone on the plate, discs in their sockets: the outer grille opens. Henrik: up the ladder, the counterweight lacks a weight: the stone; stand on the plate; Tove pulls the lever: second gate. Screaming Yard: unfinished raven picture (31), the well, the raven flag (1/4), six cages (talk to twenty creatures over the castle for a badge), oily seeds, giant footprints, the north doors lock from the other side, shifted slabs at the west gate; up the west corner steps: a dead creature, eye patch (32), a strange tile, three gaps in the bookshelf, spear; Raven Gate: a chained block with two small keyholes. Henrik: west gate, ruined platform, note 2, spear shifts the well lid. Tove down the well: sunset stone in the frozen bucket, east through the bars, cells, a frozen hammer, west hall: bear flag (2/4), hand with key. Henrik: east door, key on the north door, down: unusual medallion (33), hammer (joins the hook), bend the south cage: Tove takes pestle and mortar; north cage: frozen rat tail (34). Yard: Henrik hammers the hook into the crack; Tove climbs, lever, west gate.
Wolf Clock: straw doll (35) from the seated creature; the sundial text: the wolf chases the sun from east to west and returns to her den at dusk; lever opens the west gate; the cart, the east stair. Henrik: note 3, spear opens the right crate: book with a flying bird; west gate stairs: old carabiner (36); east stair to the ruined platform: lucky card (37), star stone, note 4; up right: the cage does nothing, the gap, hook. Tove is blocked by a creature; back at the clock jump onto the cart’s left end, cross to the right; Henrik jumps on the raised left end: Tove reaches the snowflake tile. Henrik hammers the hook in the arch wall; Tove climbs, strange fruit from the branch, up to the cage; Henrik opens it, Tove baits it, the creature enters, Henrik shuts it. Tove crosses the wall, winch lowers the bridge; Henrik crosses to the east wall. Tove: brooch (38), loose creatures, a gear under an oily fruit, down the stairs for a fruit, wolf flag (3/4). Henrik raises and opens the cage, Tove baits, shut; gear by the locked door, wall up for another fruit; Henrik: lower the cage, gear on the left shaft, lever (two cages rise), gear off, lever (left drops), open cage two, bait, shut; Tove: gear and fruit from the first creature’s balcony; Henrik: lever, gear left, lever (both drop), second gear right, lever (three rise), right gear off, lever (two left drop), open cage three, bait, shut; Tove takes the key from the niche; Henrik: shovel downstairs, key on the left door. Raven Gate: roll the shield aside (ivy), hammer the chest’s lock: sun stone, the far door to the yard; shovel at the west gate hits stone. Tove: falling-leaf tile from behind the shield, wax seal (39), down the hole at the west gate. Back Yard: torch bracket from the lower steps, lever opens the east gate, west stairs stone, the mechanism, the hanging cage, an ice block. Henrik goes left: stone, note 5 (the name Hansi), the mechanism lacks a part; both stones on the cart’s right end, Tove on the right, Henrik on the left rises: gear; grind the seeds in the mortar, oil the gear, left shaft: closed; right shaft: the lock fills. Tove: the platform, left, old axe; Henrik axes the roots: the key slips into a floorboard; hook, dried fish (40); lift the far right board: Tove opens the lit chest for twine; next board: spindle whorl (41); near board: a second torch bracket with marks; centre board: the key in a well: spear, twine, hook as a rod, key; left door, upstairs: old book, deer flag (4/4, badge Fabric Expert). Henrik unlocks the far door.
The great hall and the clock
Loose slab: sunrise stone; bracket off the east wall; set them by their marks: one, west; two, north; three, east; turn them to open both doors: coin purse (42) west, silver spoon (43) under the dining table east, on: note 6, lichen (44), the Raven Gate room: sun tile. Tove: north door, wall, flower tile, east door: decorative knot (45), the caged creature; to the dining hall. The fireplace verse: the year began in spring, the order broke, one stayed and two vanished, three years. Tiles left to right: flower, snowflake, leaf, sun. The second verse: four Guardians each fought a season. Henrik on the bear plate, Tove presses the leaf; deer, sun; wolf, flower; raven, snowflake (badge Soiree). Tunnel: fish book by the dead creature; Raven Gate shelf: fish top, tree middle, bird bottom: red-stone ring. Sundial: sunrise east, stars south, sunset west, sun north; the runner moves anticlockwise: Tove clears small blocks, Henrik big ones (badge). Tove down: glowing crystal (46), green-stone ring from the dead creature’s cage. Henrik west, Tove east of the Raven Gate: rings into the two mechanisms: the main grille rises (badge Team Player). Raven Tower: Tove looks at every cage (badge), huge nail clipping (47), the torn chain; Henrik: note 7, flag scrap (48, badge Findings), note 8 (badge Lost Cause), talk to Tove’s ghost (badge Family Ties). Tove in the cage, Henrik winds her up.
Ungard
Rörkar shows Tove the real monster: the forest, the crash, father asks for a phone; run down, the phone vanishes, again, and again until it rings: Lars’s first cry. Rörkar asks who the monster is. Chase the receding scene; Röki refuses to become human at the cost of his first friend. Badges Origins and Badge Collector.