Vikings

by MaGtRo about 22 minutes to read

 

Index+ and France
Telecom Multimedia

Walkthrough by
MaGtRo


January 26,
2001
 
 

A man was born in
Iceland many winters ago. He was named Hjalmar. He was the son of Ingmar,
the hairy bodied and the men of his clan were berserkir. Those warrior
beasts whose veins are filled with the blood of wolves and bears. There
has never been a worst destiny for that of Hjalmar. Who one day, set out
over the ocean, to recover the axe of his ancestors. He had to fight the
forces of Chaos, he saw his dearest friends die and he lost his hand in a
fight. But, he met the most enchanted of beauty, Thorild and became the
equal of the Gods. It is this strange and terrible saga, the saga of
Hjalmar, the iron handed, which I, Eldgrim will now tell
you.

Game Play: Left
click, to take and right click to speak. An icon appears on characters
that has black bar on the right if the character can speak and the black
bar is on the left if it can be picked up. On the top right of the screen
are the scenes,
where clues for the puzzles can be picked up. The bottom left of the
screen is the inventory. More information on each of the inventory is
obtained by picking them up and dropping them on the (?). Information
produces keywords, in red, that are sources of clues. At the right bottom
of the screen shows the return (previous screen), quick move (information)
and options buttons (main menu). Items, clues and characters needed to
solve the riddle can be obtained from the scenes or views. Press the space
bar to skip the introduction or movies. 

Ingmar had 2 old
friends that he sailed with. They gathered riches and became powerful
lords. Ingolf settled in Greenland, Leif Haraldsson settled in Norway and
Ingmar settled in Iceland. Ingmar sent his son, Hjalmar to Norway for his
education. Haraldsson, second most powerful man in Norway after King Olaf,
is sick and weak, possibly due to witchcraft and needs money to finance a
trip to fetch the Shaman (Eldgrim), the only one that can cure him, from
the land of the White Steppes. This illness came after the suspicious
death of his son.

Norway

In Leif Haraldsson’s
House, Hjalmar
listens to Leif talk about the high cost in men all over to export the
items demanded for Eldgrim to come to Norway. Ornolf, a jarl, in charge of collecting the
danegeld tribute, sits nearby and listen while Audbjorg stirs the pot.
Give the sword on the bottom left of the screen to Leif. He draws the map
of the Viking Trade and this then opens the riddle. 

At Bergen trading post,
a Norwegian fisherman fixes his net, a Swedish
miner extracts steatite, a hunter from Greenland makes traps and a man
pushes a hoist. Click on the man pushing the hoist to show Thorgeist, a Viking offloading
timber from the ship. 

The Icelandic falconer tries to sell
his birds of prey to a lady on the street of Bergen. A Greenland sculptor carves the
ivory demanded by Eldgrim. Far seeing eye, a Laplandish hunter brags about his
skills. Ingirid, an Icelandic
weaver talks to a Danish farmer about their wares
that will help finance the journey. Click on the wine stall on the right
to show the slave merchant come out and discuss the best slaves to his
friends.

Riddle 1: Viking
Trade

 Place the
craftsmen and workers in the map of the Viking world.

– Place the Danish farmer in Denmark, the Icelandic weaver in
Western part of Iceland, the Icelandic falconer on Eastern Iceland,
Greenland sculptor on the Western estates of Greenland, the hunter from
Greenland on the Eastern estates of Greenland, the jarl on Mercia
(England), Thorgeist the Viking on south Norway, Norwegian fisherman on
North Norway, Swedish miner on Sweden, Laplandish hunter on the
Principality of Novgorod and the slave merchant on the Principality of
Kiev.

Close up on Bergen on
the map. Place the goods asked by Eldgrin on a ship going to
Kiev.

– Place the falcon from
Iceland, walrus tusks from Greenland, Christian Reliquary from England and
polar bear skin from Greenland on the ship. Place the bale of wool on the
workshop of the weavers and Vadmal (homespun cloth) appears in front of
the weavers. Place the Vadmal on the ship.

          

Eldgrim on the voyage
to Berger had a dream of destruction of  Dyrholmar, Hajalmar’s
jalmar’s father estate, all that’s left are burning buildings and
mutilated bodies. A Knorr (ship) was quickly ordered built by Leif and
Hjalmar is eager to return to Iceland – to face his
destiny.

In the street in Bergen,
Ofeig makes windlass and a rudder for Leif’s ship, while the weaver makes
a sail. In Leif’s house, move the lamp to the right side and find
oars that can be
used again. 

At the trading post, the
blacksmith has already made pot of wood tar found in front of the shop. To help Sven bring ore to the
blacksmith shop, pick ores and give to him. At the blacksmith shop, click
on Sven 4 times, to help make 4 parts that Leif needs – rivets, anchor, gusset plate and
wind vane. Leif teaches Hjalmar about building
a Viking ship. Give Thorgeist his axe (on the right foreground) so he can
cut wood. 

The foreman orders Einar
to make planking and Thorgeist to cut the Oak. Move Einar to the stack of
logs on the right and he will make pine
planks. Move Thorgeist to the oak tree behind
him and he will cut stacks of
oak. 

Riddle 2: The
Shipyard

Give the basic materials
to the workmen to build the ship. (Listen to Leif on how to build the
ship) 

– Give stacks of oak to
the carpenters and they produce beams, floor frames and mast step.
Give pine planks to the carpenters and they make
lypting (stern upper deck), upper planking, planking, and strakes.
Place on worksite support by the boat ramp 1)
planking, 2) strakes, 3) floor frames, 4) beams. Give rivets to workman
outside the side of the ship. Give gusset plate
to workman on the prow of the ship. Give 1) upper planking, 2) lypting
(stern upper deck), 3) mast step. Give pot of tar to workman. The ship is
now set in the water. Give anchor to the watchman.

Go to Forest Timber yard
and see that the mast and yard are made. At the street of Bergen, under the roof of the
weaver’s house, the windlass and the rudder are found.

– Give the windlass ,
mast to the Skipmadr (workman). Place the yard on the mast. Give the
rudder to the helmsman. Give oars to Leif. Place wind vane on top of
mast.

Go to street of Bergen
and see the finished sail.

– Place sail on
mast.



Viking

Haraldsson requested
Eldgrim to join them on board the ship. The destruction at Dyrholmar is
somehow connected with the worrying happenings. 1000 winters separate the
birth of Christ and the present. The end of the millennium is approaching
and the universe is up to balance. Demons were taking advantage by
triggering Ragnarok, a terrible cataclysm that is due to destroy the
world. Gods would not be able to survive. Hjalmar’s destiny is preparing
him for a role in this tragedy, called to him from afar with a voice of
metal. His destiny and his clan are attached to an axe according to
tradition. He would find it in the ruins of Dyrholmar. Hjalmar pays no
attention to the advice of Eldgrim. Haraldsson wants him to prepare for
the voyage, to dangers more real than Eldgrim’s old wives’
tale.

At the bottom left of
the screen at Bergen’s trading post, pick up the cage of crows and give it
to Leif. Leif and Hjalmar board the ship.

Riddle 3: 
Navigation

Navigate from Norway to
Iceland based on Old Vikings sea dogs (sailors).

– Go straight to
Shetland by sailing forward 4x, right 1x, forward 1x (no sight of Land).
Click on Leif several times to find out where you are!!! Release crows,
left 1x, forward 5x until you see a whale, forward 3x. Follow the birds by
turning right 1x, forward 3 x.

Disk
2



Iceland

There were many
bodies in the smoking halls of Dyrholmar still grasping weapons. Hildirid
had disappeared, the axe that is transferred from father to son. 
Haraldsson told them that shortly before the birth of Hjalmar; Ingulf,
Leif, Ingmar and 50 warriors set off to pillage the rich land of Vinland.
Although victorious at first, they have to escape because they were
outnumbered. Ingmar lost the axe in the escape. Ingmar’s ancestor shows
Hildirid, as a symbol of authority, to the warriors before any start for
distant prey and would be obeyed. Ingmar was not concerned with the loss
of Hildirid because he controls his men through terror. Without the axe,
Hjalmar will find it impossible to rule his men and they will abandon him.
Hjalmar must obey his destiny. Hildirid was calling to him, demanding that
he search for it. Hjalmar has to rebuild his estate before he can travel
to Vinland to find the axe. Armed with this axe, he can maintain his
standing as chief of his clan and take his
revenge.

In the ruins of the farm
buildings, Audborg, Leif’s wife, Ingirid, the Icelandic weaver and
Thorgeist mourn the
dead.

  At the Utibud,
storeroom, Leif and Hjalmar discuss the rebuilding of the estate. Pick up
the sacks of grain on the shelf above Leif. 

By the Houses, Beiner
the blacksmith also traveled with them and is examining the ruins of the
forge. Place Thorgeist on the beech forest on the right of the screen and
he cuts a stack of beeches. Pick the stack of beeches and give them to
Beiner the blacksmith, who cuts them into planks. Take 3 stacks of planks. Pick up one
of 2 remaining stack of beech and drop them on the destroyed forge. The
rebuilt forge produces hunting weapons,
hatchet and farm tools found in front of the
forge. Place the other stack of beeches on the burnt out skali.  The
skali gets rebuilt. Pick up the blocks of turf found on the left side of
the screen and drop them on the rebuilt skali and it gets
covered. 

Go back to the farm
building site and drop one of the stacks of planks on the ruins of the
dairy. The dairy gets rebuild producing skyr (soft white cheese) and smojr
(salted butter).
Place a stack of planks on the ruin of the stables and it gets rebuilt
with pigs and
sheep appearing in
front of the stable. Place the last stack of planks on the ruin of the
naust (shelter for a ship). Fishing net and
harpoon appear on the dock. 

Back at the houses,
Ingirid and Audbjord prepare winter stores and food for the banquet. Drop
the pig on the 2 women and salted carcass of
meat is seen hanging in front of the skali.
Now, drop the sheep on the 2 women and bale of
wool is found in front of the skali. With this
act, the field in front of the skali gets plowed. Drop the sacks of grain
on the recently plowed field. Pick up the farm tools by the forge and use
it on the grown cereals. Pick up the wheat. 

At the coast of Iceland,
Thorgeist and a hunter are on the beach. Give the hunting weapons to the
hunter at the bottom right of the screen. Wild
birds and eggs are found on the rocks at the
bottom left and right side of the screen. Place the fishing net and
harpoon on the water and stockfish (dried
cod) appears on the beach.

Riddle 4: Utibud
(storeroom)

Collect the supplies
needed for the estate in the utibud.

– Go to the Utibud. Drop
the cereals and hay, carcass of meat, bale of wool, wooden box of salted
butter, skyr (soft white cheese), birds and eggs, stockfish in the
storeroom. 

Go back to the coast of
Iceland and use the hatchet on the beached whale. Chunks of whale meat will be
found on the beach. 

– Place chunks of whale
meat in the storeroom. 



7 months have passed
of hard work for the completion of the estate; Hjalmar and Haraldsson walk
the cliffs of Iceland. Many suspected Haraldsson, knowing of his financial
state, of the death of Ingmar because Dyrholmar is rich and its closeness
to the rich land of Vinland. Haraldsson did not worry about these as much
as the danger he saw on the first day of their arrival, when a dagger with
a head of a wolf was found by his men in the ruins. While walking on the
cliff, 2 men pushed Hjalmar and Haraldsson over the cliff, killing Leif,
while Hjalmar fell on a ledge. Eldgrim appeared and warned Hjalmar.
Hjalmar will be suspected of the massacre in Iceland and the death of
Leif. Because 1) Ingmar is a violent and authoritarian father and he was
better free of Ingmar, 2) He will be master of Dyrholmar earlier than is
expected, 3) being like a son to Leif, he will gain the land in Norway, 4)
He has the blood of frenzied berserkir in his veins and most will think
him a murderer. He must face the Assembly and needs 4 friends to testify
for him.

At the houses, Hjalmar
examines a piece of evidence, the ivory dagger from Greenland, while
Thorgeist examines
the ivory dagger left by Haraldsson. Eldgrim knowing that Viking
justice is severe advises to gather the sages of the Thing and witnesses
to testify for him, to have Gods surround Hjalmar for protection, to carve
fine sculptures on stakes and set them around the Thing before the trial.
Audborg, Leif’s wife, and Ingirid work by the skali. Beside them are bales
of wool. Pick up the bales of wool and drop them on the 2 women. They make
a decorated tent. Leaning on the wall of the forge are carved Hazel branches, to be used to
mark the place of worship, dueling or trial. 

At the lcelandic coast,
the president of the autumn Thing (Logsogumadr) arrives with a large
escort. 

At the Thing, Hrut and
Kolbein, 2 active members of the autumn Thing sit by the ledge on the left
of the screen. Place the Hazel branches on the Ve, a holy place where
Hjalmar’s trial will be held. Place the tent at the foreground on the bud,
base of tent. Place the godi, sitting by the rock ledge, at the tent
erected on the foreground. Rognvald, the logmadr, opens the trial of
Hjalmar and calls for 4 witnesses to provide proof of his innocence. Place
the Logsogumadr, on the top of the rock and he opens the autumn Thing’s
session. Listen carefully on the words spoken on the trial. Right click on
Kolbein and he asks for a witness to testify that there’s perfect
affection between him and Ingmar. Pick the sitting Ingirid (on the right
side of the screen) and place her on the Ve, holy place. Right click on
Hrut and he asks for a witness to testify that there’s perfect friendship
between him and Haraldsson. Pick Audjborg, sitting with her back turned at
the right side of the screen and place her on the Ve. Right click on Bjorn
(left side of screen with the other active members) and he asks for a
witness that Hjalmar doesn’t have designs on the lands of his father in
Iceland and Leif’s in Norway and also proof that he is not guilty. Place
Thorgeist on the holy place. Right click on Arnald and he asks for a
witness that will testify that Hjalmar never went on a berserkir rage.
Place Eldgrim on the holy place. The logmadr says, “Let us carve here the
verdict of the sages,” thus opening the riddle.

Riddle 5: The
Thing

Decipher the
verdict.

– Using the computer’s
keyboard, type in these words in order, on the blank spaces: wife, anger,
men, servant, affection, destruction, ivory, walrus, shaman, fury, end, accusations, raising, men,
Greenland.

The sages have
admitted Hjalmar innocence. Based on the evidence of the ivory dagger from
Greenland, Hjalmar thinks of Ingolf wanting the lands of his close
friends, Ingmar and Leif, to become the richest man and gain enormous
power. The stories of their friendship shows that they might have made a
secret pact to combine their 3 families to form a clan. Hjalmar wonders
what his father’s intention for Hildirid is, for the clan or for the
family. Other disturbing stories about the plots and shady doings of the 3
men before their trip to Vinland abound. The sages decided that to answer
these questions, Hjalmar should sail to Greenland. Hjalmar kept the secret
about the dagger and Hildirid, for it concern only him and knowing that
Greenland is on the way to Vinland sets sail. Sailing by Cape Farewell, in
good weather, a cry from the crow’s nest showed that ships are cutting
them off. Hjalmar’s knorr is not built for fighting and should be
fortified.

Greenland

Cape
Farewell

Approach the knorr,
place boat in water, ox in front of ship, personal chest by pig, skyr
(white cheese) by tar, revealing beams.
Place bread and sacks behind the pig, revealing
pine planks. Move
bundles to where the planks where before. Move the crates of dried fish on
top of the crates of dried meat. Move the leather outfits and sleeping
bags behind the tar barrels. Pick up the Hunkasteli (crow’s nest). Go the
scene of the knorr on Cape Farewell. Place the crow’s nest on top of the
mast. Place beams on the stern deck to protect the helmsman. Place pine
planks on the beams to make a Bakkasteli (after-castle), thus opening the
riddle. 

Riddle 6: Naval
Battle

Sail for the west
beyond the headland of Greenland. This is a random puzzle. Hjalmar’s ship
starts at the bottom right of the first screen and should reach the upper
left (3rd screen over), cross the dotted line into
safety. 

– Usage: Oars – allow
the crew to sail the ship against head winds. Sail – ship goes faster with
it than oars, especially when the wind direction is favorable. State of
ship – the vessel can receive up to 10 hits before sinking. Attack – the
crew can fire at will against enemy ships. Rudder – steer the ship. Wind
indicates the wind direction (changes often). 

Disk
3



A blow from an axe
chopped off Hjalmar’s right hand and it sank in the water. Upon waking at
Ingolf’s house, he sees Eldgrim, Ingolf and Saeun-the-snake, Ingolf’s wife
and a formidable Skraeling witch from Vinland and their daughter Thorild,
the Fiancée-of-the-Roots. Eldgrim makes an iron hand for Hjalmar that
needs to be activated by the rubbing of plants. When out in search of the
plants, Hjalmar tries to seduce Thorild with no luck. Thorild informed
Hjalmar that her mother, Saeun was kidnapped in Vinland after Ingmar, Leif
and Ingolf attacked her village and was forced to marry the latter. Her
arrival in Ingvolf’s hold and with the goods and wealth gotten from the
raid started the good fortune for Ingolf. Thorild informs him that she
would not abide being touched by the son of one of her mother’s kidnappers
and of having a similar fate as her mother, in that she is spoken for to
Ragnar, a henchman of her mothers by Ingolf. At the feasts of the
Solstice, the guests will have to play against Ragnar’s team and then
would Thorild see the skills of Hjalmar.

In Ingolf’s House,
Thorild finishes her
work on Hjalmar’s iron hand, while Saeun and Eldgrim watch and Ingolf carves a
Knattleikr bat. 

At the Fjord, the
sacrificial pig
stands waiting for his fate. 

At the blacksmith’s,
Beiner the blacksmith finishes a pile for the stand, while above him are
the finished supporting piles and to the left bottom of the screen are the Beech planks for the seats. Give
the pig to the butcher behind Beiner, producing Hlautbolli, basin for sacrificial blood and
Knattleikr, balls of
pig’s gut. 

Go back to the Fjord to
prepare the site of the Festival. Place supporting piles above the north
wall and the beech planks on the piles, to make a platform. Give the basin
of sacrificial blood to the line judge so that he can mark the limits of
the arena. 

At Brattahild port,
Thorgeist dismantles the figurehead on Hjalmar’s knorr. Pick up the
figurehead and place on sled. Give Ragnar, the Knattleikr (ball of pig
guts). 

Back at the
blacksmith’s, Hjalmar’s ice skates are done and hanging by the left post. 

Back to Ingolf’s house,
pick up the finished bat (above Hjalmar) and give the bat and skates to
Hjalmar. 

Go to the fjord. Pick up
the line judge and place him on the wooden tower. He blows on a Ludr
(foghorn) found placed there, accessing the riddle.

Riddle 7: The
Knattleikr Match

Ragnar pitches
the ball of guts and Hjalmar tries to hit it with his bat. Rules: 1. Click on Ragnar to pitch the ball. 2. Click on
Hjalmar to hit the ball. Depending on the ball’s trajectory, click above
or below. Click to the left for an easy but not powerful stroke or to the
right for more difficult but more powerful bat stroke. After missing 3
balls, Ragnar gains a point. 3. The Knattleikr match continues with a long
shot in which the result of Hjalmar’s stroke and the trajectory of the
ball. 4. Click on the bases numbered 1-4 to make Hjalmar move from base to
base. If he reaches a base, he scores a point. If Ragnar knocks over the
figurehead, he scores a point. Warning! If Ragnar’s team knocks over the
figurehead while Hjalmar is between 2 bases, Hjalmar loses all the points
won in the present round and they’re transferred to Ragnar. The first team
to score 12 points is the winner.



Eldgrim sees Saeun’s
anger and Ragnar’s fury on Hjalmar’s victory. During the celebration,
Hjalmar’s companions told him that they believe in the innocence of Ingolf
on the murder of his father and Leif. Ingolf was very upset about the
death of his friends and no ship sailed during the attack on their ship.
Eldgrim warns Hjalmar to be careful but he did not heed and went about
carousing with Thorild. Ingulf took offense in Hjalmar touching his
daughter and throws him out of the house. For the first time Hjalmar went
into a berserkir fit and lost consciousness. Upon waking finds Ingolf with
his throat cut at his feet and Saeun was preparing her
revenge.

At the port Saeun, controlling the soulless
bodies of Ingolf, Ingmar and Leif, try to stop the escape of Hjalmar and his men. Enter the
Funeral ship at the center of the screen, open the chest at the foreground
and see hlautteinar, wooden sticks used to interpret the future. On the right side of the
screen is Thor’s hammer. 

Go the blacksmith’s shop
where Eldgrim will give advise on how to stop the demons. Give him the
wooden sticks and he will read it. This causes the appearance of a
tub of wax by the
door. 

Place the tub of wax on the hole below the Funeral
ship to seal it up. Now, Saeun controls Thurs, a giant that blocks
Hjalmar’s path. Give Hjalmar, Thor’s hammer and he will throw it at the
giant. This will access the riddle.

Riddle 8: The Game of
Halatafel

Rules of Halatafel:
Saeun and Hjalmar’s Vikings start from fixed points. They move one square
at a time to an empty square. Saeun can destroy a Viking by jumping over
him and landing in the adjoining empty square. She can also jump several
times in one move. Saeun can win the game if she destroys all the Vikings.
The Vikings can win by surrounding Saeun in a corner from which she can
neither advance nor retreat. 

The graphics is an
example of a 16-moves solution (one step is just to position
Saeun).  

Saeun knew that
during Solstice festival, the door between the dead and living opens
between 2 trees or 2 moons and spirits not accepted in Valhalla can travel
through. Hjalmar forced Saeun and Thorild on board the ship to travel to
Vinland. Upon arriving, Saeun was mad with joy in being back at the home
of her ancestors and called Hjalmar, a brainless boy to search for the
sword of his ancestors. To find out what she knows of Hjalmar’s quest,
Eldgrim forced her to speak with the use of the Munninn (memory) and
Huginn (thought), 2 invisible crows. The 3 men, Leif, Ingolf and Ingmar
plotted to take over the whole Scandinavia by securing the way from
Greenland, Norway and Iceland to Vinland. Ingmar made a pact with the
forces of Chaos to secure success. In the raid in Vinland, they captured
Saeun, a sorceress necessary to seal this pact. Saeun reeks her revenge by
killing Haraldsson’s son, Ingmar, Haraldsson and Ingolf – only Hjalmar is
left. She was to gain possession of their lands through Ragnar and by
marrying her daughter to him. This, Thorgild has no knowledge of. Ragnar
left Ingolfs dagger at Ingmar’s estate so that he would be blamed. While
Hjalmar was unconscious, Ragnar cut the throat of Ingolf and placed him by
Hjalmar, so that the people of Greenland would blame him. Hildirid was
left in Vinland as a sign of Ingmar’s good faith and the terms of the pact
are written in runes on a stone slab. Hildirid is buried under this stone
slab.

Vinland

At Ingmar’s Bay, open
the chest at the left foreground and see beech
bark carved with Victory, a rune shaped like an
arrow. Move the barrels of drinking water and see Ingmar’s sledgehammer beside the
toolbox. 

At Ingmar’s camp, give
the sledgehammer to Hjalmar and he breaks the abandoned oven revealing the
rune stone, accessing the riddle.

Riddle 9: The
Runes

Rearrange the
written pact to a pact that will reveal the hiding place of Hildirid, the
axe. Change the pact “May this day be fruitful. The evil hordes,
powerful under the
icy sun, travel with
us and their fruit
will be our wealth. What a precious gift!” TO “May this day be
fruitful. Evil hordes! I have been granted, under the icy sun, the
strength to refuse
to accompany you.
Wealth will be the fruit of my efforts.”

– Place the beech bark
on the rune stone and 4 runes get highlighted. Move gift to strength,
strength to movement, movement to fruit. 



Hjalmar fought with
Ragnar and was defeated. Eldgrim decided to reveal his true self, Odin.
Odin asked Sigrun, the walkyrie to wake Hjalmar making him a demigod. Odin
told Hjalmar that his is just one episode in the efforts of the Gods of
Harmony to stop the forces of Chaos, led by Loki from starting Ragnarok,
the battle that will lead to the destruction of the universe. He sent
Fenrir, the wolf and Mitgardsorm, the snake in human form into the world.
The wolf is Ragnar and Saeun, the snake and the 3 men who made a pact with
Chaos for profit are their instrument. First sign of cataclysm has already
appeared in the world and then next will be at the Kingdoms of the Gods.
Odin orders Hjalmar to pursue the wolf and the snake and confront them one
last time.

In Ingmar’s Bay,
Eldgrim and the
Walkyrie see the
Sleipnir, Odin’s
8-legged horse in the sky. At Ingmar’s camp, sits Hjalmar holding
Hildirid.

Riddle 10: The World
of the Viking Gods

Identify the
occupants of the different worlds where the Viking Gods live. This is a
timed puzzle!!!

– Place Sleipnir on the
disk and it separates into 5 plates. Place the Walkyrie on top plate
(Walhalla), Eldgrim on the second plate (Asgard) and Hjalmar on the right
side of the third plate (Mitgard).

Go back to Ingmar’s Bay
and see Ragnar,
Saeun, draugar and Thorild.

Place Thorild on the
left side of the third plate (Misgard), Ragnar on the right side and Saeun
on the left side of the fourth plate (Utgard). Draugar on the bottom plate
(Nifheimr, world of the dead).



Let all swords sing
hymn to the glory of metal. The 2 creature of chaos are sent back to where
they belong. The universe is in order and balance is restored. Hjalmar
proved worthy of this task. This began with the offense of the 3 men and
Lord of Supreme Destiny orders that human is needed to combat it. It is
but right that the children of these men, Hjalmar and Thorild are chosen
to do it, to succeed or die together. As a reward, Hjalmar can choose to
be in the company of great warriors of the land at Asgard, the Kingdom of
the Gods or go back to human existence.

Take care of
yourself, Hjalmar. Who knows the World might need you again in a thousand
years time.

 
 

This
walkthrough will be updated frequently.
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MaGtRo

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