Heroine’s Quest Walkthrough

Heroine’s Quest is a point-and-click adventure and RPG hybrid created by Crystal Shard.  In this game, you will guide a Heroine through a Norse mythology-themed world as she completes quests and saves Midgard from eternal winter.  Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game. 

Heroine's Quest

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Game Introduction – Heroine’s Quest

Heroine’s Quest is a point-and-click adventure and RPG hybrid created by Crystal Shard.  In this game, you will guide a Heroine through a Norse mythology-themed world as she completes quests and saves Midgard from eternal winter.  Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game.

General Tips

Interacting with the World

Heroine's Quest

  • Heroine’s Quest is a combination role-playing game and point-and-click adventure.  Your exploration of the world, interaction with items, characters, and puzzles is reminiscent of P&CA games.  However, you will also run into random encounters and battles, as well as leveling up skills, like in an RPG.
  • To interact with the world, you will use the right mouse button to select your current action.  Your cursor will represent the action selected: the Heroine indicates walking, lips indicate speaking, a hand indicates use/take, etc.
  • In this walkthrough, when we say “Examine” we mean “use the eye icon.”  “Use/pick up/take” is the hand icon.

Heroine's Quest

  • To access your inventory or the sub-action menu, move your cursor to the top of the screen.  The command bar will appear with these and a variety of other options.
  • If you are holding an item, it will appear in the dark blue box in the center of the command bar.  In the image above, we are holding a fish.
  • Note: some actions can only be accessed via the sub-actions menu, which is available by bringing up the command bar and clicking on the sword and shield icon.  Equipping a weapon, for instance, can only be done here.
  • Some of the more useful keyboard shortcuts: M brings up your map (once you’ve received one).  U lets you use your equipped item.  (There are some active, in-game events that will require you to react quickly by blocking with your shield, etc.  Equipping the item beforehand and then using “U” is a big help during these moments.)  Ctrl+T shows you the time of day.  F5 brings up the save menu.
  • The best introduction to Heroine’s Quest is available through Crystal Shard’s official manual, which is accessible via Steam, as well as in the game files for anyone with a direct download.  It is 46 pages long and covers not only the important gameplay aspects, but also in-game lore that doubles as hints for certain quests.  We won’t repeat all of the information from the manual here; it’s best to reference it directly.

Class Selection

Heroine's Quest

  • One of the first things you’ll do in Heroine’s Quest is select your class and assign training points to your stats and skills.
  • You can choose between Warrior, Sorceress, and Rogue.  Depending on your choices, the game will play out slightly differently.  Each class approaches challenges in their own way: Warriors tend to charge in directly, Sorceresses use magic for both offense and stealth, while Rogues focus primarily on stealth and avoidance.
  • Each class has preset skills that they specialize in.  You cannot lower these skills below their starting points.  (So, for instance, a Warrior will always have Animal Ken, a Rogue will always have Stealth, etc.)
  • Any skills with 0 points are skills your Heroine will not have access to in the game; if she starts with 0 in magic, she will never learn magic.  Skills with at least 5 points will be available and she can level them up by using them in-game.
  • You can add points to 0-point skills in the character creation screen in order to have access to them, but this will cost 25 points per new skill.
  • Skills are leveled up throughout gameplay by using them.  For instance, you can level up Animal Ken easily by simply talking to animals.

Heroine's Quest

  • For this walkthrough, we are playing as the Warrior class, which is recommended for first-time players.  The Warrior relies mostly on brute strength to get out of jams and doesn’t require as many ‘alternate’ solutions to puzzles.  Her starting skills are Animal Ken, Climbing, and Parrying.
  • Our starting stats are above.  If you are playing as a different class, or even with different skills, your solutions to puzzles may vary slightly.
  • Note: There are 500 Puzzle Points possible for each class.  These are earned by completing a wide variety of tasks.  You don’t need 500 points to complete the game and this walkthrough will not cover all 500 points; its purpose is to finish the game by progressing through the main quest and noting some optional side quests.

Tips

Heroine's Quest

  • Heroine’s Quest is an RPG, so if you’re having trouble with a certain battle, try increasing your battle skills by fighting weaker enemies in the forest.  Even just walking around can increase battle attributes like Endurance and Strength.  You can also turn down the difficulty slider in the options menu to make battles easier.
  • If you’re traveling a lot and want your Heroine to walk faster, turn up the game speed in the options menu.  Note that this also increases the rest of the game speed, so NPCs will walk faster and time will pass more quickly.
  • There is an item that allows for fast travel in the game, but it’s only accessible via a side quest.  If you want a hint on finding this item at the earliest possible time, search for “fast travel” in the walkthrough below.
  • Once you reach the second village, you’ll have access to a free meal every day.  Be sure to make use of this when you’re hungry.
  • You can cancel your chance to complete certain sidequests by choosing specific dialogue choices.  Unlike many P&CA games where you want to ask everyone everything, be sure to read your dialogue choices before you select them.  If dialogue seems to indicate you’re turning down a quest, it probably does, and you should at least save before selecting it.
  • You can’t do everything in one playthrough.  Each class and skillset will present a different experience through Heroine’s Quest.  If you don’t have access to a skill, like magic, you won’t necessarily gain access to it.  This also means the game can be finished with any class and skillset, so you’ll never need to use a skill your Heroine doesn’t have.

Chapter 1: Traveler

Overview: While traveling through a snowy mountain range, our Heroine is trapped under an avalanche by the two-headed troll, Thrivaldi.  We soon learn the troll was working for a frost giant named Egther who is searching for “The Eyes.”  Our Heroine awakens in the adventurer’s guild hall of the nearby village Fornsigtuna, under the care of Hervor.

Heroine's Quest

  • You’ll begin in a conversation with Hervor, the wife of the current guildmaster, Volund.  Exhaust all of her dialogue options.  Selecting “Something else…” will open a separate set of dialogue choices, while selecting “Are you the guild master?” will open dialogues related to the guild itself.
  • If you ask “Can you train me?” Hervor will explain the actions and keys used in combat.
  • Training is only a tutorial, not a real fight.  To end training, you’ll need to “run” from battle by selecting the X at the bottom of the combat menu.
  • After you’ve finished speaking with Hervor, she’ll comment that you must be hungry.  They don’t have any extra food in the guild, so she recommends you explore the nearby forest.  She also comments that you are welcome to stay at the guild hall if you’d like.
  • There is a wooden chest in the upper left of the guild room; you can safely store extra items in this chest.  We don’t have any extra items at this time.
  • If you open this chest it already contains NOTEPAD.  Take this item.  It allows you to make notes to yourself (which will certainly come in handy if you aren’t doing so by hand).

Heroine's Quest

  • If you asked about tasks needing to be done, Hervor mentions the notice board.  This is in the upper right corner of the room you are in, above the chair near the fireplace.
  • Examine the board to bring up a close-up of four pages.  Examine each one individually to learn about four potential quests.  Then click the X to exit the notice board close-up.
  • Exit the guild hall: to exit, click on the bottom part of the screen where the doorway is, while your mouse icon is the Heroine walking.

Heroine's Quest

  • When you exit the guild hall, a young boy begins speaking to you.  He is Heime, the son of Hervor and Volund.  Exhaust his dialogue options as well.
  • Walk to the right of the guild hall.  The path is not clear—there’s a wagon and tree here—but you can exit this way.

Heroine's Quest

  • There is a pile of boxes in this back alley.  On the boxes is a SPEAR.  Pick up the SPEAR.  You’ll be prompted to use it for hunting.
  • Let’s head northwest first.  Enter the door under the blacksmith’s sign (to enter a door, select the hand icon and click on the door).

Heroine's Quest

  • Volund is inside working.  He’ll begin speaking to you as soon as you enter.
  • Exhaust his dialogue options then exit the conversation.
  • Examine the shining stone in the upper right corner of the room.
  • Exit the blacksmith’s and walk up the stairs to the left of the door.  There is a pair of boots here.

Heroine's Quest

  • You can steal these BOOTS by clicking on them with the hand icon twice.  Your Heroine will automatically equip them.  Note: stealing will reduce your honor.
  • Head back downstairs and to the west.  The jarl’s castle is here.  You can’t get inside at this point, so keep heading west.
  • There are three doors in this next area (one with a fish sign overhead).  They are all locked at this point.  Head south.

Heroine's Quest

  • There are three more doors in this next area.  Only one is open at this point; walk inside the building with the horse sign overhead.  This is the Sleipnir Inn.
  • Speak to the woman inside; this is Lithrasir.  Exhaust her dialogue options.

Heroine's Quest

  • Since you viewed the guild quest board earlier, you’ll have the option to ask her about “Did you need a letter delivered?”  She’ll ask you to deliver a letter to Liff in the village Munarvagir.  You’ll receive LETTER.  This will come in handy for an important quest later.
  • Exit the inn and head east; you’ll be back outside the guild hall.

Heroine's Quest

  • This time, head south.  You’ll be just outside the city.  A wizard, Aurvandel, appears and tells you the jarl will want to see you in the morning, then vanishes.
  • Head east into the woods, and then south.
  • Note: Heroine’s Quest is an RPG, so you might run into enemies you must battle out in the forest.  There are brigands roaming and they will run at you and attack automatically if they see you.  You can try to run away from them or choose to fight.
  • Depending upon when you arrive at this part of the forest, there may be a boar present.  If not, head east.  Check for a boar here; if there is none, head west again.  Keep walking back and forth until you find one.

Heroine's Quest

  • When you see a boar, open your inventory and use the “select item” icon (the arrow) on your SPEAR.  This equips your SPEAR in your hand.  Exit the inventory.

Heroine's Quest

  • Use SPEAR on the boar.  Your Heroine will attract the boar to her and kill it with the spear.  Your SPEAR will break.
  • Enter your inventory and select SWORD.  Exit the inventory and use SWORD on the board.  You will receive three RAW MEAT from the boar.
  • Return to town.  It’s to the northwest (you can go either direction first; there are two paths leading back to the town entrance).
  • Go back to the adventurer’s guild.
  • In your inventory, select RAW MEAT.  Exit your inventory and use RAW MEAT on the fireplace.  You will now have three MEAT instead.
  • In your inventory, use the “use item” icon (the hand).  This tells your Heroine to use an item directly from your inventory.  Use the MEAT.  She will eat one piece of MEAT.  You are no longer hungry.
  • Note: over time, you will get hungry and tired in Heroine’s Quest.  If you let it go long enough, you’ll lose stamina from these status effects.  If the fork and knife symbol appears in the upper-left corner of the screen, you need to eat.  If the “zzz” bubble appears in this spot, you need to sleep.  A snowflake means you are freezing; you need to get inside a building, preferably near a fire.
  • You can go to sleep now to pass the rest of the night or you can explore the town some more.
  • Let’s go back into town one more time.  Head back to the inn, which is one screen west of the adventurer’s guild.

Heroine's Quest

  • If it’s late enough in the evening, a man will be seated at a table in the inn, drinking.  Speak to him.  This is Snorri.
  • Exhaust Snorri’s dialogue options.  Be sure to ask “Tell me who you are” to receive a quest from him—he asks that you retrieve his family gemstone that has gone missing.
  • There’s not much else to do today; return to the adventurer’s guild.

Heroine's Quest

  • Use the bearskin rug in front of the fireplace.  The Heroine will curl up and go to sleep.
  • She has a dream in which a man, Sigurd, is attacked by the two-headed troll that caused the avalanche at the beginning of the game.  The troll claims this man has the “Left Eye” they are seeking.
  • You wake up in the morning refreshed, but worried about this man.  Exit the guild hall.
  • A guard alerts you that the jarl wishes to speak to you.

Heroine's Quest

  • Head north to the jarl’s castle.  Use the door to go inside.
  • Use the large doors in the center of the room to enter the audience chamber.

Heroine's Quest

  • The jarl addresses you and asks who you are.  Select whichever choice you’d like, although each is applicable to a certain class.
  • The jarl tells you that he needs your help ending the winter, which they believe has been caused by a mage hidden by magic.
  • You’ll be asked if you accept this charge: select Yes.
  • The jarl will offer to let you stay in the avdventurer’s guild as long as you like.  He’ll also send you rations in the morning, and Aurvandel the wizard gives you a magical power that acts as a map of your travels.  This is accessible from the menu or by pressing “M.”

Heroine's Quest

  • When you exit the jarl’s chamber, the wizard will follow shortly.  Speak to him and exhaust his dialogue options.  Since you viewed the quest board earlier, you can select “I read that you are in need of herbs” to begin his side quest.  He’s looking for mugwort.
  • If you visit the wizard in his chambers upstairs, you can purchase magic spells.  However, as we are playing as a Warrior without magical ability, these will not come in handy or be accessible on this playthrough.
  • Let’s examine the castle while we’re here.  Head west down the stairs; this is the prison.

Heroine's Quest

  • Snorri works here and will be here during the morning.  If you speak to him, you can ask him about the wizard and jarl, but nothing else new.
  • Examine the box near the candle in the prison.  Snorri says you can have it.  Pick up the box to receive TINDERBOX.
  • Head back upstairs to the main entrance.  Head up the stairs to the east.  The wizard’s chambers are up the stairs.
  • There are a lot of nicknacks to examine around the room, but nothing to take at this time.  If you speak to the wizard and select “I am curious what magic you have for sale,” you can buy potions, magic (only if you have magic skills), an empty flask, or a scarf to keep you warm.  We’re pretty poor right now, so we won’t buy anything.
  • Exit the wizard’s chambers.  Exit the jarl’s castle.

Heroine's Quest

  • As you leave the castle, you’ll be prompted that a mysterious glow is coming from the west, and you feel drawn to it.
  • Head west one screen.  The door of one of the buildings is glowing green.

Heroine's Quest

  • Walk inside the glowing doorway.
  • Three women appear and ask what you call yourself, as with the jarl.  Select the answer you prefer.

Heroine's Quest

  • These women are the Norns, who can see past, present, and future.  Exhaust their dialogue options.  They tell the Heroine that she must stop Egther, who is trying to awaken Loki and cause the end of the world.
  • When you’re done speaking with the Norns, the Heroine will leave the house and the door will seal shut behind her.
  • We need to find the man from the Heroine’s dream.  If you check the map, you’ll see he is to the south.

Heroine's Quest

  • Exit the city.  Head south twice; you’ll reach a fork in the road.
  • Head east.  There’s a bulls-eye here.
  • Head south.  An evil squirrel approaches the Heroine and claims her doom is at hand.

Heroine's Quest

  • Feel free to respond to the “doom squirrel” as you’d like.  Selecting either “Not if I kill you first!” or “Leave me alone” will end the conversation and send the squirrel away (after he warns you he’ll be back).
  • Head south from the squirrel meeting.  Head south again.
  • Head south one more time.  You’ll reach another fork.  There is a blue spirit floating on the east side of the screen.

Heroine's Quest

  • Head east past the spirit.  On the next screen, you’ll find the man from your dream, unconscious in the snow.  The spirit will return to him.

Heroine's Quest

  • Use the man and a few options will pop up: select “Examine his wounds” and then “Pick him up.”  The Heroine will drag him to the nearby village where he recovers.
  • He confirms he is Sigurd (the man from your dream).  He asks who you are.  Again, you may choose whatever you like.

Heroine's Quest

  • Exhaust his dialogue options.  Sigurd believes Volund is the next target of the trolls, and the Heroine decides to warn him the next time they meet.
  • Exit the conversation and head upstairs.  You can sleep in this room if you wish.

Heroine's Quest

  • Pick up the MIRROR lying on the chair.
  • Head back downstairs.  There is a man sitting at the table with Sigurd now; this is Regin.  Speak to him and exhaust his dialogue options.

Heroine's Quest

  • Be sure to ask what quests he has completed; he’ll comment that he needs your help avenging his slain father, who was killed by his brother Fafnir.  Regin will give you the GOLDEN SWORD, Gram, to kill Fafnir.
  • This is technically a sidequest, but it will come in handy for two reasons later, so we want to start it.  If, for some reason, Regin is not in the inn, try to find him in the village so you can begin this quest now.
  • Note: to equip a different weapon, open the “actions sub menu” from the menu and click on “equip a weapon.”  It will cycle through the available weapons.  But don’t equip Gram until you find Fafnir; this sword will break after one battle and we need to kill Fafnir with it.
  • Exit the inn.  You’re in the village of Munarvagir.
  • Head west and then south.  Enter the building on the east side of the screen.  This is Sigrun’s store.

Heroine's Quest

  • Speak to Sigrun.  Exhaust her dialogue options.  You can buy things from her by picking them up in the store—she sells apples, a shovel, rations, and a vase.
  • While you’re here, buy SHOVEL and VASE.  The SHOVEL is leaning against the wall near the stove.  The VASE is available by clicking on the shelf of trinkets to the left of Sigrun.
  • Exit the store and head east.  You might run into Kraka the beggar here.
  • If you give her a coin, you can ask her a variety of questions.  Give her a coin and exhaust her dialogue options.

Heroine's Quest

  • Enter the large building near the center of this screen (above the stocks).  This is the library.
  • In the evening, you’ll likely find Liff and the Librarian in the library.  Speak to Liff and exhaust his dialogue options.
  • If you ask him about mugwort, he comments that you should be able to find some in an open, rocky area northeast of Munarvagir.

Heroine's Quest

  • Exit the conversation.  In your inventory, select LETTER.  Exit your inventory and use LETTER on Liff.
  • He accepts the LETTER and awards you ten silver.  He then asks you to help him deliver flowers to Lithrasir—real flowers, not frost ones.
  • Speak to the Librarian.  Exhaust his dialogue options.  If you ask for a book recommendation, he will offer you a note with a clue to what book you should read.  You now have SCRIBBLED NOTE.
  • The SCRIBBLED NOTE is too difficult to read as-is.

Heroine's Quest

  • If you use the open book in the bottom-right corner of this screen, you can see “Cryptography” (B) is on the upper shelf of the left-hand bookshelf on the first floor.
  • In your inventory, select SCRIBBLED NOTE.  Exit your inventory and use SCRIBBLED NOTE on this shelf.  You decipher the letters, but they’re still an unknown language.

Heroine's Quest

  • “Dictionaries” are on the large bookshelf upstairs.  Head upstairs.  Use SCRIBBLED NOTE on the bookshelf.
  • You learn it’s some kind of poem.  From the book downstairs, we know “Poetry” is on the upper shelf right next to the library index book.  Use SCRIBBLED NOTE on this shelf.

Heroine's Quest

  • The note is a poem from a book on strategy.  From the index, we know “Strategy” is on the shelf just right of the comfy chair.  Use SCRIBBLED NOTE on this shelf to receive BOOK.
  • In your inventory, examine BOOK.  You will learn the maneuver “Feint,” which improves your accuracy if you use two different attacks in a row during combat.
  • The Heroine keeps the book after reading it, thinking it might be useful to someone else.
  • Exit the library.  If it’s getting late, head back to the inn to rest.  You may need to eat before you can go to sleep.
  • If you want to leave town, you can do so by climbing the gate in front of the library.  But let’s sleep for now.

Heroine's Quest

  • When you wake up, exit the inn and head west, then south.  The gate is at the bottom of this screen (where Sigrun’s store is).
  • Optional: Let’s try to find mugwort.  After you leave town, head east.  Then north.  Then north again.
  • You’ll come to an area with a tree with a hole in the base and a fox sticking his face out of it.
  • Head east from here, then north.

Heroine's Quest

  • Head east past the snowman.  You’ll emerge in the “barren, rocky area.”  The green mugwort is here.  We need something to dig the mugwort up—the shovel from Sigrun’s store.
  • Use SHOVEL on the green plant to receive MUGWORT.
  • There is also a tree you can use for practicing climbing in this area.  There are many climbable trees like this throughout the world; they are usually straight and tall.
  • Recommended: increase your climbing skill as much as possible today, before you reach Chapter 2.  It will come in handy.
  • Use (hand icon) the large tree on the right side of the screen to climb it.  Note: this uses stamina but increases your climbing skill.
  • Let’s return to Fornsigtuna.  Head west from the area with MUGWORT, then west again.
  • Head south, then west at the fox-hole tree.  Head west and west again.
  • Head west, then north.

Heroine's Quest

  • Head north twice and then west.  (We’re also filling in the map.)  You’ll emerge at the frost flowers.  Don’t touch these.
  • Head west past the frost flowers and then north; you’re back at the city outskirts.
  • Head north and into the city gates to enter Fornsigtuna again.  You might run into Cedric, a vest-wearing owl, sitting in the tree here.  He won’t speak to you but will claim to be a poisonous owl if you examine him.
  • If you enter the adventurer’s guild, a new note will be added to the quest board (since we finished the Liff-LETTER quest).  Examine the board and view the new paper to receive another potential quest.  This quest is from Aurvandel the wizard, so find and speak to him about it if you’d like to complete it.  (Doing so will be very helpful in the future.)  He’ll tell you an undead haugbui has been sighted near the city gate and needs to be dealt with.
  • There is also a note appended to the closet door: this displays your stats earned over the course of your adventure.

Heroine's Quest

  • Finally, there should also be a small leather pouch on the barrel just left of the entrance.  Pick this up to receive three RATIONS, provided by the jarl.
  • Exit the guild hall and head east.  Then go north and enter the blacksmith’s shop.

Heroine's Quest

  • Speak to Volund and select “I must warn you about the troll!”  Volund doesn’t seem too concerned.
  • Feel free to explore the town or forest.  This is a good time to explore areas you haven’t yet, especially if you wish to do some sidequests.

Heroine's Quest

  • Optional – map exploration: let’s fill in some of our map to kill time until evening.  There is a graveyard two screens west of town: you’ll need to exit the town gate, head south, then west, west, and north.

Heroine's Quest

  • Optional – map exploration: head south three screens from town.  You’ll be just west of the screen with the bull’s-eye.  Walk west to a screen with a willow tree.  The other large tree in this screen can be climbed to increase your climbing skill.  Head west from the willow tree and then south three times, then east.  Head north one screen and you’ll come to a long bridge before a castle.  Head north toward the castle and you’ll discover Gastropnir.

Heroine's Quest

  • Optional – map exploration: head to the screen with the bull’s-eye.  Walk five screens south of the bull’s-eye, then one screen west.  You’ll be at a runic circle of stones.  There’s a trick to these stones we don’t know yet.

Heroine's Quest

  • Optional – map exploration: head to the screen with the bull’s-eye.  Walk three screens south and one screen east.  Head one screen north.  You’ll be in an icy garden with a gazebo, as well as something hidden under the frozen creek.
  • Optional – ask the townspeople about areas you’ve visited: Whenever you find a new location or meet a new person, the NPCs of the game will often have something to say about them.  Sometimes this results in a quest, but more often than not you’ll just learn extra info about the world (or possibly receive a hint on a later, related quest).  For example, if you return to Munarvagir and speak to Sigurd, you can ask him about many of the locations you’ve discovered.  He recommends speaking to the librarian about the runic circle, believes Gastropnir is Egther’s domain, and comments that the frozen garden probably has mystical significance but little meaning to him personally.
  • Optional – map exploration: leave Munarvagir and head east, then north and east twice more.  You’ll discover a smelly marsh with dead trees and poisonous plants.

Heroine's Quest

  • Optional – map exploration: return to the screen with the foxhole in the tree (northeast of Munarvagir).  Head north three screens to reach Gandvik.  There is a frozen lake here with a hole in the middle.

Heroine's Quest

  • Optional – map exploration: if you walk west on the first screen of Gandvik (across the frozen lake, behind a tree), you’ll come upon an abandoned Viking ship washed ashore.  There is a net hanging off the front of the ship, near the boxes.  Pick it up to receive FISHING NET.  If you return to the screen with the hole in the frozen lake (east), you can use the FISHING NET on the hole to catch fish.
  • Optional – map exploration: if you walk north of the Viking ship, you’ll come to a part of the lake that is partially thawed.  One screen east of this area is a tower on a hill.
  • Optional – map exploration: head to the screen just north of the Viking ship.  Walk west, then north.  You’ll come to a tree with a sword embedded in it.  This will come into play shortly.

Heroine's Quest

  • Potential random encounter: Rinda, the naked woman with two censorship bars and a back that is hollowed out like a tree trunk.  I ran into her at the screen with the foxhole in the tree a bit after midnight.  You can speak to her.
  • We’ve explored enough of the map for now.  Let’s return to Fornsigtuna.  If it’s late at night and the gate is closed, you can climb the wall by clicking just east of the gate itself.

Heroine's Quest

  • The wizard in Fornsigtuna will comment on some of the areas you’ve discovered around the forest.  If you speak to him and select “What can I find in Jarnvidr?” you will be able to ask about specific locations, including Rinda, the graveyard, and the runic circle of monoliths.  He doesn’t know very much about any of them.
  • To progress the story, you’ll need to sleep until dawn.
  • While asleep, the Heroine sees an image of Heime being kidnapped by the two-headed troll.
  • She awakens and realizes she must search the area where he was kidnapped—a lone tree with a sword sticking out of it—to discover where he’s been taken.  If you’ve followed the map exploration above, you’ll know where this area is (if not, it will still be marked on your map), three screens east of Fornsigtuna.
  • Exit the town gate.  Head east, then south, then east twice.  Head north and you’ll be back in the screen with the tree where Heime was kidnapped.

Heroine's Quest

  • When you enter the screen, the doom squirrel Ratatosk taunts you—he is chewing on Heime’s wooden sword.
  • Change to the “use” hand icon and click on Ratatosk.  The Heroine will punt him off screen and pick up WOODEN SWORD.
  • You’ll see a cutscene of Hervor and Volund worrying about Heime.  Hervor bends a sword in her rage and Volund vows to find their son.
  • Return to Fornsigtuna; you need to speak to the frantic Hervor.  She should be in Volund’s blacksmith shop.

Heroine's Quest

  • Enter the shop.  In your inventory, select WOODEN SWORD.  Exit the inventory and use the sword on Hervor.
  • She is distraught and asks you to show the sword to the wizard, Aurvandel.  If it’s daytime, Aurvandel will likely be in his room in the jarl’s castle.  Find the wizard and use WOODEN SWORD on him.

Heroine's Quest

  • Aurvandel uses his crystal ball to reveal that Heime is in Svartalfheim, being held captive by an elf.  He explains that Svartalfheim is one of the nine worlds and the Heroine must find the way to enter it: it is hidden behind the circle of runic stones we encountered earlier during our map exploration.
  • After the conversation with Aurvandel, leave the jarl’s castle.  Chapter 2: Seeker begins.

Chapter 2: Seeker

Overview: After meeting the people of Fornsigtuna and Munarvagir, the Heroine has been tasked with ending the fimbulwinter caused by Egther the frost giant.  However, just as the Heroine is beginning to pick up the giant’s trail, the young boy, Heime, goes missing.

Heroine's Quest

  • The circle of stones Aurvandel mentioned is almost directly south of Fornsigtuna, but on the other side of the map.  Heime’s face will be flashing on it.
  • The stones require a certain trick to enter Svartalfheim.  Various townspeople can give you important advice for doing so.
  • Speak to Snorri in Fornsigtuna.  Ask him “Have you heard of Svartalfheim?” Snorri says all he knows is that the last thing you must do is provide an offering of mead or wine to the guardian at the gate, and that pouring it on the ground should be sufficient.
  • You can buy a BOTTLE OF MEAD from Lithrasir in her tavern at night, when it’s open.  (Snorri is also here at night.)  You might also sometimes find a BOTTLE OF MEAD on vagrants that attack you in the forest.  Either way, you will need one before traveling to the stones.

Heroine's Quest

  • Speak to the Librarian in Munarvagir.  Ask, “Do you have a book about Svartalfheim?”  He says he does, but it’s been checked out.  The thing he remembers is that you should always walk clockwise, never counterclockwise, to enter.

Heroine's Quest

  • Speak to Regin in Munarvagir.  Ask him “I would like to learn about Svartalfheim.”  Then select “How can I get to Svartalfheim?” He tells you the order to touch the stones: third, sixth, first, fourth, fifth, second.
  • Once you feel prepared, (and have a BOTTLE OF MEAD), travel to the runic stones.  Heime’s face will flash there on the map; it’s in the southwest corner.

Heroine's Quest

  • Entering Svartalfheim: at the runic stones, change to the pick up / hand icon.  You need to touch the stones in the order Regin told you.  When you touch the correct stone, it will light up and be warm to the touch.
  • Also be sure you walk clockwise: switch to the walking icon and move in a clockwise direction to get to each stone.  Don’t just use the hand icon, or else your Heroine will take the shortest (and possibly counterclockwise) path to get there.

Heroine's Quest

  • Touch the stones in this order, from the left: 3rd, 6th, 1st, 4th, 5th, 2nd.
  • After all six stones are glowing, you’re prompted to do something else.  Enter your inventory and select BOTTLE OF MEAD.

Heroine's Quest

  • Exit your inventory and use BOTTLE OF MEAD on the ground.
  • The Heroine will pour out the mead and the Norns will appear.
  • They will ask you a series of questions.  To the first question, select the correct answer for your class (first response for Warrior, second for Mage, third for Rogue).

Heroine's Quest

  • They ask what your destination is.  Select “Svartalfheim.”
  • They ask what you seek there.  Select “Heime.”
  • They ask who told you to seek your goal there.  Select “Aurvandel.”
  • This is their last question; they permit you to pass.  The stones will open and a cutscene of Egther and the two-headed troll begins, showing they have sent a ransom note to Fornsigtuna and they are preparing an assault on Munarvagir.

Heroine's Quest

  • You take control of the Heroine again in Svartalfheim.  Time to find Heime.
  • Your map indicates where Heime is being held.  Head east and then north.
  • Head east, south, east.
  • Continue east, then north, north, and north again.  You’ll emerge in Nidavellir.

Heroine's Quest

  • There is a winding staircase here.  If you walk up the stairs, you’ll come back down the other side near a second set of purple crystals.

Heroine's Quest

  • Using either set of crystals brings up a close-up; you can touch them to create musical tones and make them light up.  Another crystal also lights up at the same time.
  • When you touch a crystal, you’ll need to then touch the one that lights up after it (sort of like Simon).
  • So, touch 1, 3 lights up.  Touch 3 next, 5 lights up, etc.
  • The order going forward is: 4, 1, 3, 5, 2.  If you touch and then exit the crystals enough times, you’ll eventually be hinted to try them backwards.

Heroine's Quest

  • The correct order, then, is: 2, 5, 3, 1, 4.
  • After you touch them in this order, the path will open.  Walking up the stairs, you will enter the capital, Nidavellir.  A svartalf greets you and you can ask him questions.

Heroine's Quest

  • He is actually Fafnir, who is the brother of Regin.  If you started Regin’s sidequest, you will have the option to say “Your brother sent me to you.”
  • Exhaust all dialogue options, selecting “Your brother sent me to you” last.  Fafnir asks if Regin showed any evidence: he has not, so say “Regin did not show any evidence.”  Fafnir provides a counter-offer: kill Regin for him instead.  You can refuse this offer or exit the conversation.
  • As in the other cities, you need to use the use/hand icon to enter buildings.

Heroine's Quest

  • Enter Eitri’s house, the green house on the west side of the screen.
  • Speak to Eitri and select “Who are you, oh Svartalf?”

Heroine's Quest

  • Then select “Tell me what you have for trade.”  He says he has a strong pair of gloves for trade.
  • Speak to him again and select “What items do you seek?”  He’ll take control of your mouse cursor for a bit.
  • Once you have control again, speak to Eitri again and ask “What items do you seek?”  This time he’ll tell you he’s interested in human artifacts, news on the missing Svartalf Alviss, or objects of mystical power such as “a bear’s sinew, or the root of a mountain, or a cat’s footfall.”
  • To actually trade with Eitri, you’ll need to use the ladder to get to his level.
  • In your inventory, select TINDERBOX.  Exit your inventory and give TINDERBOX to Eitri.
  • He will give you MAGIC GLOVES in return.
  • After this first trade, Eitri will remove the door and wander around, telling you about his items.  He’ll do this indefinitely; you need to get him to shut up.  Speak to him and select “Open this door or I’ll kill you.”  He’ll call you rude, but will stop talking and return the door.
  • We don’t have the other items he asked for, so we can’t trade anything else just yet.
  • Speak to him again and select “I am most impressed by Nidavellir.”
  • Then ask “What do you know of Fafnir?”  Eitri tells you Fafnir has been spending his time in a gemstone cavern.
  • We want to find this cavern before saving Heime—once he is rescued, our only goal will be to get him home safely.
  • Exit Nidavellir via the stairs on the western side of the roof.  Head south three times, then west.
  • Head south and you’ll be in a cavern with a large chasm.

Heroine's Quest

  • To cross the chasm, use (hand icon) the stalactites hanging from the ceiling.  Save beforehand.  You’ll need a high enough climbing skill to cross the chasm.  If your skill is not high enough, you’ll fall to your death.
  • If your climbing skill is high enough, the Heroine will swing across the stalactites to the other side.
  • Follow the path around until you reach a crystal-filled cave.  Your GOLDEN SWORD, Gram, will vibrate in your pack.
  • Equip the GOLDEN SWORD as your sword via the sub-actions menu.  Also select it from your inventory so you’re using it on-screen.

Heroine's Quest

  • Use the GOLDEN SWORD on the cave.  You’ll be given directions (“you sense you should look farther east,” etc.).  Follow the sword’s directions, clicking around until it tells you it senses something.
  • Switch to your hand icon and click on the exact spot where the sword sensed something.
  • You’ll find Fafnir’s chest.  Fafnir appears and asks for the chest back.  He asks “Will you hand over the chest?”
  • Select “No.”  Fafnir will transform into a dragon and attack you.

Heroine's Quest

  • Defeat him.  You’ll have the CHEST in your inventory (don’t open it).
  • Return to Nidavellir.
  • Enter Andvari’s house, the yellow house to the left of the fountain.  Exhaust his dialogue options EXCEPT “Do you have any weapons for sale?”  Asking this will offend him and he’ll refuse to speak to you.  Don’t ask this.
  • If you ask him about a human child, he mentions he’s in the side cavern.  Exit Andvari’s house and head east into the cavern.

Heroine's Quest

  • Skrymir is here, guarding Heime.  As a Warrior, we can just beat him up.
  • Speak to Skrymir and a battle begins.  Defeat him.  He wanders off, ashamed that he’s failed his duty.
  • You have to rescue Heime from the cage (the game won’t let you leave the room without him).  Notice the purple, glowing crystal on the ceiling?

Heroine's Quest

  • Use the hand icon on the cavern pillar just below the crystal to climb up and touch it.  This opens the cage and Heime jumps out.
  • You’ll see a cutscene of the two-headed troll, Thrivaldi.  He’s waiting for word on the ransom demands.

Heroine's Quest

  • Back in control of the Heroine, she and Heime have arrived at the stone exit of Svartalfheim.  Use the hand icon and touch the second stone.  It will transport the two of you back to Jarnvidr.

Heroine's Quest

  • The weather is getting bad.  Walk east and you will be stuck in a blizzard.  There is snow all around and you cannot tell where you are.
  • Using the eye icon, examine your surroundings.  Do this numerous times.

Heroine's Quest

  • Eventually, animal tracks will appear in the snow.

Heroine's Quest

  • Using the hand icon, click on the animal tracks.  You will use them to find your way out of the blizzard.
  • You automatically return with Heime to Fornsigtuna.  Chapter 3: Heroine begins.

Chapter 3: Heroine

Overview: With Heime safe, the Heroine can now focus on preparing for the battle against Egther.  She must seek out the Valkyrie, Brynhild, to learn more about the frost giant.

Heroine's Quest

  • You wake up in the adventurer’s guild hall, and Hervor welcomes you and thanks you for saving Heime.  She gives you HONEY and APPLE.
  • She also tells you to seek out Brynhild the Valkyrie in Jarnvidr, who knows about the Eye of Thiassi.  This is your next goal.
  • You are free to travel to Svartalfheim to complete side quests, etc. as well.  You can also ask the people of Fornsigtuna about some of the things you’ve seen recently: the sword, Balmung, that is stuck in the ancient tree, areas of Svartalfheim, etc.

Heroine's Quest

  • Recommended: before you leave Fornsigtuna, visit Volund’s blacksmith shop and purchase an AXE.  You should be able to get one for 13 silver upon haggling.  If you don’t have enough money, try fighting bandits outside the city and take items from their corpses.  They’ll sometimes drop silver.
  • If you have enough money, buy the ICE PICK as well.
  • Recommended: if you managed to cross the chasm and get the CHEST from Fafnir, go to Munarvagir and give the CHEST to Regin.  He will reward you with a statue of a horse, the FIGURINE.  When used, this item allows you to fast travel to any of the three cities in the game (Fornsigtuna, Munarvagir, or Nidavellir) and greatly saves on travel time.

Heroine's Quest

  • If you check your map, there will be two faces flashing—that of a blonde man, and the Valkyrie.
  • Go see the Valkyrie first.  She is about six screens east of Fornsigtuna, although you’ll have to travel south and then back around north to reach her.
  • When you arrive in the Valkyrie’s clearing, she is asleep in a magical circle of flames.

Heroine's Quest

  • Examine the flames.  There’s nothing we can do right now.
  • Leave her screen and go to the other flashing face on your map—which is only one screen west of the Valkyrie (but again, you’ll have to take a roundabout way to get there).
  • There is a small cliff here and a stone tower atop it.  The cliff is short enough that you can climb it.

Heroine's Quest

  • Select the use / hand icon and click on the cliff.  Keep trying until you make it up.  If you keep failing, you may need to improve your climbing skill by climbing trees.
  • Once atop the cliff, enter the stone tower.  Climb the winding staircase.
  • You’ll emerge in a room at the top of the tower, where the blonde man is.  He is Arngrim.  Speak to him.
  • Arngrim won’t give you too much info without hearing a good story in exchange, so don’t ask him just anything.  Let’s only ask him about the Valkyrie for now.

Heroine's Quest

  • Ask “What can you tell me of the forest?”  Then select “I saw a woman in a circle of flame.”
  • He’ll tell you the flames will only part for a brave and fearless warrior.  A new dialogue choice appears.  Select “How do I prove myself as a warrior?”
  • Arngrim advises you to slay a great beast and add its head to the guild hall wall.  He says there’s a gulon in the swamp that would be the perfect fit for this challenge.
  • Arngrim will then ask for a story from you; select “I shall speak of my travels through Svartalfheim.”
  • You can ask about the forest again and get more details on the swamp creature, but let’s not waste our conversation on that.  (He just warns the Heroine that it’s a strong, non-magical creature with a poisonous bite.  We should be able to beat it into submission.)
  • Let’s head for the swamp.  If you haven’t visited it during random map exploration, it’s southeast of Arngrim’s tower.  The beast’s head should be flashing on your map to give an indication of where to go.
  • Leave Arngrim’s tower and climb back down the cliff (by clicking with the use / hand icon).

Heroine's Quest

  • Walk south four screens.  When you come to the foxhole clearing, you might run into the jarl and the naked woman, Rinda.  Speaking to the jarl does nothing.
  • Before speaking to Rinda, enter your inventory and equip MIRROR.

Heroine's Quest

  • Speak to Rinda.  Select “I see the jarl is with you.”  The Heroine says the jarl needs to return home.  Rinda refuses.
  • Select “We shall see about that!”  The conversation will automatically end.  Quickly switch to the MIRROR and use it on Rinda.  She will become transfixed by the mirror and you will escort the jarl back to Fornsigtuna.  He asks you to come see him the next morning for a reward.
  • Do not retrieve your reward yet.  We’re going to call in this favor later.
  • Head to the swamp now.
  • Past the screen with Rinda, head south once and east twice.  You’ll be at the swamp.

Heroine's Quest

  • There’s a weird plant, a dead tree, and a lot of gooey swamp juice here.  You can’t walk through the swamp as it swallows you immediately.
  • In your inventory, select AXE.  Exit your inventory.
  • Use AXE on the tree that’s standing at the edge of the swamp.  The Heroine will cut it down, creating a bridge through the swamp.
  • After you cut the tree down, switch from the AXE as your active weapon to the SHIELD.  (Go into your inventory, select SHIELD, and exit.)

Heroine's Quest

  • Begin walking along the fallen tree.  About halfway along the tree, you will receive a message that the plant moved.  As soon as you receive this message, switch to your SHIELD and use it on the plant.  The Heroine will hold out her SHIELD and block a thorn thrown by the plant.
  • Continue walking along the tree to the next screen.

Heroine's Quest

  • On the next screen, the gulon is asleep.  Walk towards it to initiate a battle.  It’s a fairly strong monster with a poisonous attack, so be cautious.

Heroine's Quest

  • After you’ve slain the gulon, select your SWORD in your inventory.  Use SWORD on the gulon to cut off its head.  You’ll receive GULON HEAD.

Heroine's Quest

  • Just to the right of the gulon is a skull with a purple light shining amidst it.  Switch to the use/hand icon and pick up this purple shimmer.  You’ll receive an AMETHYST and some coins.
  • Walk west to the first screen of the swamp.  Walk along the fallen tree again and to the western edge of the swamp.  The plant shouldn’t attack you again.
  • Exit the swamp.  Head back to Fornsigtuna.  If it’s daytime, let’s take a brief detour west of Munarvagir.  From the swamp, head west, south, and then west three screens.
Heroine's Quest
  • Head north two screens to arrive at the frozen garden.
  • Heronus, the Librarian’s cat, is sitting under the tree here.  As you approach, he will scurry up the tree.
  • Speak to the cat until he comes down.  Your Animal Ken skill will need to be high enough for this.

Heroine's Quest

  • Once the cat is on the ground, pick it up.  You’ll have CAT in your inventory.
  • Return to Munarvagir.  When you’re on the screen outside the town, Heronus will jump from your pack and run inside.
  • Now let’s return to Fornsigtuna.
  • Enter the guild hall.  In your inventory, select GOLUN HEAD.  Exit your inventory.

Heroine's Quest

  • Use GOLUN HEAD on the empty plaque above the bookshelf (left side of the room).  The Heroine will mount the golun’s head as heroic music plays.
  • Now let’s return to the Valkyrie.
  • The flames are still going strong, but we have done the required heroic deed.

Heroine's Quest

  • Switch to the use/hand icon and touch the flames.  They will part in recognition of your heroic status.
  • Use the Valkyrie.  The Heroine will shake her awake and she asks who you are.
  • Choose whichever you like (again, each answer applies to a certain class).
  • You’ll then be able to ask her lots of questions; feel free to exhaust her dialogue options.  The important one is “What is the Eye of Thiassi?”

Heroine's Quest

  • Brynhild the Valkyrie will tell you the lore of the Eyes.  They are used to lock Egther in his keep and prevent humans from entering.  Without them, no human can enter the keep to slay Egther.
  • She says that the Eyes are currently in the possession of Volund and Sigurd.  You need to get both Eyes, enter the keep, and destroy Egther.
  • Your map will be highlighting Fornsigtuna and Munarvagir now.  For both EYES, you will need to speak to their respective owners and then receive the approval of the townspeople in order to retrieve them.
  • The remaining walkthrough for Chapter 3 is not in a specific order.

Heroine's Quest

  • In Munarvagir, speak to Sigurd.  Select “We must speak of the Eye of Thiassi.”  Then select “Brynhild the Valkyrie told me of the Eyes of Thiassi.”
  • Sigurd is impressed by your boast to kill Egther, but he wants to put it to a vote.  He requires four people of Munarvagir to vouch for you.
  • In Fornsigtuna, speak to Volund.  Select “You are keeper of the Eye of Thiassi.”  Volund says he’s given the Eye to the wizard Aurvandel.

Heroine's Quest

  • Go see Aurvandel.  Speak to him and select “I am told you have the Eye of Thiassi.” Then select “Volund tells me he gave the Eye to you.”  Then select “I want to use the Eye to defeat Egther.”
  • Aurvandel will give you the Eye if at least four people of Fornsigtuna trust you.  (If you ask him “What about you, do you trust me?” he replies that you have not finished his quest yet (if you haven’t), which is to slay the haugbui.)
  • The remaining walkthrough for Chapter 3 is not in a required order.  You need to earn the trust of four people in Fornsigtuna and four people in Munarvagir.  We’ve listed the choices in the order that makes the most sense to us, since some quests are prerequisites for others, but you may do many of these in different orders.
  • To receive each townsperon’s trust, do the following:
  • Regin in Munarvagir: You need to kill Fafnir in Svartalfheim and return the CHEST to Regin.  If you’ve already done this, Regin will vouch for you.  If not, follow the steps below:

Heroine's Quest

  • Return to Svartalfheim and go to the chasm in the southern part of the map.
  • To cross the chasm, use (hand icon) the stalactites hanging from the ceiling.  Save beforehand.  You’ll need a high enough climbing skill to cross the chasm.  If your skill is not high enough, you’ll fall to your death.
  • If your climbing skill is high enough, the Heroine will swing across the stalactites to the other side.
  • Follow the path around until you reach a crystal-filled cave.  Your GOLDEN SWORD, Gram, will vibrate in your pack.

Heroine's Quest

  • Equip the GOLDEN SWORD as your sword via the sub-actions menu.  Also select it from your inventory so you’re using it on-screen.
  • Use the GOLDEN SWORD on the cave.  You’ll be given directions (“you sense you should look farther east,” etc.).  Follow the sword’s directions, clicking around until it tells you it senses something.
  • Switch to your hand icon and click on the exact spot where the sword sensed something.
  • You’ll find Fafnir’s chest.  Fafnir appears and asks for the chest back.  He asks “Will you hand over the chest?”
  • Select “No.”  Fafnir will transform into a dragon and attack you.

Heroine's Quest

  • Defeat him.  You’ll have the CHEST in your inventory (don’t open it).
  • Return to Regin and select CHEST in your inventory.  Exit your inventory and use CHEST on him.
  • He will reward you with the FIGURINE, which allows fast travel to any of the three cities in the game, and will also agree to vouch for you.
  • Volund in Fornsigtuna: Volund will automatically vouch for you; you don’t need to do anything special.
  • After speaking to Aurvandel about the EYES, speak to Volund and select “Aurvandel wants to know if you will vouch for me.”
  • He agrees to do so since you rescued Heime; this is an automatic vouch.
  • The Librarian in Munarvagir: You need to return the Librarian’s cat to Munarvagir.  If you haven’t done this yet, follow the steps below:

Heroine's Quest

  • Go to the frozen garden (Hoddmimi’s Holt), with the gazebo.  It’s northwest of Munarvagir.
  • Heronus, the Librarian’s cat, is sitting under the tree here.  As you approach, he will scurry up the tree.
  • Speak to the cat until he comes down.  Your Animal Ken skill will need to be high enough for this.  You can increase your Animal Ken skill fairly quickly by speaking to animals (speaking to the same animal over and over again also works).

Heroine's Quest

  • Once the cat is on the ground, pick it up.  You’ll have CAT in your inventory.
  • Return to Munarvagir.  When you’re on the screen outside the town, Heronus will jump from your pack and run inside.  The Librarian will now vouch for you.
  • The jarl in Fornsigtuna: You need to rescue him from naked Rinda and get him back to Fornsigtuna.  If you haven’t done this yet, follow the steps below:

Heroine's Quest

  • Go to the screen where Rinda hangs out.  (The clearing with the foxhole in the tree, south of Arngrim’s tower.)
  • When you come to the clearing, you should run into the jarl and the naked woman, Rinda.  Speaking to the jarl does nothing.
  • Before speaking to Rinda, enter your inventory and equip MIRROR.  If you haven’t picked up the MIRROR yet, it’s in your room upstairs in Sigurd’s inn in Munarvagir.
  • Speak to Rinda.  Select “I see the jarl is with you.”  The Heroine says the jarl needs to return home.  Rinda refuses.
  • Select “We shall see about that!”  The conversation will automatically end.

Heroine's Quest

  • Quickly switch to the MIRROR and use it on Rinda.  She will become transfixed by the mirror and you will escort the jarl back to Fornsigtuna.  He asks you to come see him the next morning for a reward and he will now vouch for you.
  • Kraka in Munarvagir: You need to rescue Kraka from the prison in Fornsigtuna.  We’re going to use the jarl’s favor to do this, so rescue the jarl (see above) but do not see in him his chambers.
  • First, go to the prison downstairs in the jarl’s castle.

Heroine's Quest

  • You’ll find Kraka in jail.  Speak to her and ask “Why are you in jail?” then “I think you were caught stealing.”
  • Then select “If I help you, will you stop thieving?”  Finally, select “I will get you out of here.”
  • Go back upstairs and enter the jarl’s chambers.  You should be permitted since you rescued him from Rinda.
  • He will ask what reward you desire.  Select “Will you vouch for me to Aurvandel?”

Heroine's Quest

  • He offers you another, tangible reward.  Select “Please release Kraka from your jail.”
  • The jarl agrees to free Kraka and she will no longer be in the prison.  She will now vouch for you.
  • Note: if you return to Rinda’s clearing after receiving your reward from the jarl, your MIRROR will be lying in the snow and you can retrieve it.
  • Snorri in Fornsigtuna: You’ll need to beat Snorri at archery.  You can do this at any time by visiting him at the archery range around midday, but advice on doing so is below:

Heroine's Quest

  • Speak to Snorri and select “Aurvandel wants to know if you will vouch for me.”  Snorri wants to test your archery skills first.
  • Meet him at the screen with the bull’s-eye around midday.  Speak to him there and select “I would like to try my hand at archery.”
  • Snorri will give you his bow and three arrows.  You’ll need to click on the archery target to shoot.
  • To win the archery contest, you’ll need to hit the bull’s-eye with all three arrows.
  • Note the grass in the lower-left corner of the screen.  It blows in the wind, which affects the Heroine’s aim.  If the grass is not moving, there is no wind, and you can just aim the arrow (the tip of it, on your mouse icon) in the middle of the target.  If it’s blowing slightly to the left, aim just right of the target.  If it’s blowing far to the left, aim farther right (but always remain on the target, don’t shoot at the trees).  If it’s blowing to the right, do the same thing, but to the left.
  • If you miss any of your shots you can retry indefinitely.  Once you hit all three arrows in the bull’s-eye, Snorri will agree to vouch for you.
  • Aurvandel in Fornsigtuna: You need to kill the haugbui that’s haunting the front gate of Fornsigtuna.  Just defeating it in battle is not enough; it will keep reappearing even after slain.  Follow the steps below to kill it:

Heroine's Quest

  • Go to the front gate of Fornsigtuna at night.  Battle the haugbui and defeat it.
  • After the battle, go to the western part of the Fornsigtuna graveyard (west of the city).

Heroine's Quest

  • You’ll see the haugbui arise from one of the graves.
  • Use SHOVEL on this grave.  Note: You’ll need to use the SHOVEL on the tombstone itself.  (It’s the one belonging to Ingeld.)   You’ll dig up its bones.

Heroine's Quest

  • Use TINDERBOX on the bones on the ground.  If you don’t have another TINDERBOX, you can sometimes get one by killing and searching the draugs that appear in the graveyard at night.  You can also trade another item back to Eitri to get your TINDERBOX back, like an ICE PICK or SHOVEL.
  • This turns the bones into ashes.  Use VASE on the ashes.  The Heroine collects the ashes in the VASE and you now have ASHES.  As a reminder, the VASE is purchased from Sigrun in Munarvagir.
  • The ashes need to be scattered somewhere windy…head to the frozen lake at Gandvik.

Heroine's Quest

  • Use ASHES on the northwest part of the lake.  They will be scattered into the wind.
  • Return to Aurvandel and select “I have defeated the haugbui.”  He gives you 20 silver, as well as EITUR.  This potion will revive anyone impeded by magical effects, as long as they are not dead yet.
  • Liff in Munarvagir and Lithrasir in Fornsigtuna: You need to reunite Liff and Lithrasir.  After doing so, they will each vouch for you in their respective cities, so you earn +2 vouches.  Follow the steps below to reunite them:

Heroine's Quest

  • Examine the quest board in the adventurer’s guild in Fornsigtuna.  Read all the quests and then go see Lithrasir at the inn.
  • Speak to Lithrasir and ask “Did you need a letter delivered?”  She’ll ask you to deliver a letter to Liff in the village Munarvagir.  You’ll receive LETTER.
  • In Munarvagir, give the LETTER to Liff.  He’ll ask you to deliver flowers to Lithrasir.
  • Note: do not, at any time, tell either of them that the other no longer wishes to speak, etc.  This will cancel this quest and prevent you from completing it.
  • Go to the barren, rocky area where you found MUGWORT.  (It’s on the eastern side of Jarnvidr.)

Heroine's Quest

  • Use EITUR on the pile of stones.  Alviss, the missing svartalf, will appear.
  • You can ask him lots of questions; ask him everything you’d like before ending the conversation because…
  • …he turns back to stone once you’re finished speaking.
  • After you’ve spoken to Alviss, return to Eitri in Nidavellir.

Heroine's Quest

  • Tell him “I bring you news from Alviss.”  He’ll be happy to know he’s safe, and will give you FLOWERS.
  • Return to Lithrasir in Fornsigtuna.  Give her FLOWERS.
  • She’ll ask you to have Liff meet her in the frozen garden.

Heroine's Quest

  • Go talk to Liff in Munarvagir.  Select “Lithrasir asks you to come to the Holt.”
  • Liff says he’d like to meet her, but there is a troll blocking the bridge.
  • At night, go to the bridge west of Munarvagir and speak to the troll.
  • Select “Please allow my friend to pass.”  He demands payment for both you and your friend.

Heroine's Quest

  • Select AMETHYST.  Use AMETHYST on the troll.
  • Select your MONEY POUCH.  Use MONEY POUCH on the troll.  You’ll need at least 50 silver to pay him off.
  • After paying him twice, Liff will be able to cross.
  • Return to Liff and tell him Lithrasir is waiting for him at the Holt.  The Heroine will tell him Fremont the troll has been taken care of.  He says he’ll wait at the Holt for her.
  • Return to Lithrasir and talk to her. Select “Liff will meet you at Hoddmimi’s Holt.”
  • She asks you to meet her outside the city gates at nightfall so you can travel there together.

Heroine's Quest

  • Go outside the city gates at nightfall.  Note: if it is nightfall when you tell Lithrasir this, you will need to wait until the FOLLOWING nightfall to meet her.
  • Speak to Lithrasir outside the city.
  • You’ll automatically travel to the Holt and the lovers will be united.  The Heroine leaves after spring appears in the garden.
  • Both Liff and Lithrasir will now vouch for you, but only after another day has passed.  They are too busy being reunited in the garden at first.

Heroine's Quest

  • Once four people are willing to vouch for you in Fornsigtuna, return to Aurvandel and ask about the Eye of Thiassi, then tell him the people of Fornsigtuna will vouch for you.  He will give you LEFT EYE OF THIASSI.
  • After you receive the LEFT EYE and leave the jarl’s castle, you’ll see a cutscene.  Apparently the two-headed troll is looking for you now…

Heroine's Quest

  • Once four people are willing to vouch for you in Munarvagir, return to Sigurd and ask about the Eye of Thiassi, then tell him the people of Munarvagir trust you.  He will give you RIGHT EYE OF THIASSI.
  • After you have both EYES and walk out of the city, a cutscene with Egther appears.  He vows to destroy the Heroine before she destroys him.  Chapter 4: Savior begins.

Chapter 4: Savior

Overview: With both EYES, the Heroine is ready to travel to Egther’s castle and defeat the frost giant once and for all.

Heroine's Quest

  • Egther is the destination on your map now.  Time for the final battle.
  • It will be night time now, and you won’t be able to sleep.  (There’s a story reason for this.)

Heroine's Quest

  • When you’re ready, head to Egther’s point on the map; it’s in the west-central part of Jarnvidr.

Heroine's Quest

  • When you enter the screen just south of the castle, the two-headed troll, Thrivaldi, will attack you and initiate a battle.  You should be able to beat him up with brute force like any other standard enemy.
  • After the battle is over, it will become daytime, and Thrivaldi will turn to stone.
  • Head north up the snowy path to Egther’s castle.

Heroine's Quest

  • At the door, enter your inventory and select either of the EYES OF THIASSI.  Use the EYE OF THIASSI on the door.  The Heroine will pull them both out and open the door.
  • The Heroine will step inside the castle and Egther appears, boasting he is moments away from taking over the world.

Heroine's Quest

  • We selected “Surrender now, Egther, and I shall be merciful.”
  • Egther refuses and freezes the Heroine.  She falls into a pit with Fenrir, the Ur-Wolf.  A battle begins.
  • Fenrir is extremely strong and will lash out the Heroine with multiple quick blows.  Be ready to guard with your shield and strike him in between attacks.
  • After you defeat Fenrir, Sigurd appears above the pit and gives you a HEALTH POTION.

Heroine's Quest

  • Use the use/hand icon on the pit to climb out.
  • The door to Egther’s chamber is frozen shut.  Walk west through the doorway.
  • As you’re walking down this icy cavern, your own reflection will poke you with its sword, reducing your health.

Heroine's Quest

  • In your inventory, select SHIELD.  Exit the inventory and use SHIELD on your reflection.  Your evil mirror image will run away.
  • Continue walking west down the hallway.
  • You’ll enter a room with another Heroine standing in front of a swirling purple mirror.  She hands you VORTEX STONE and asks you to keep it safe.  The second Heroine then leaves.
  • If you use the use/hand icon on the second shelf of items, you’ll receive a HEALTH POTION.

Heroine's Quest

  • Use the use/hand icon on the purple mirror.  The Heroine enters it and emerges near Fornsigtuna—but it’s in ruins, Jarnvidr is on fire, and trolls are running around.
  • Almost anything you try to do here will attract the attention of the blue troll, who calls in reinforcements.  This will cause you to “erase yourself from existence” and not even give you a chance to fight.  You need to take care of the blue troll secretly.

Heroine's Quest

  • Walk behind him, into the ruins of Fornsigtuna.  Be careful you don’t accidentally walk in front of him.
  • Your Heroine will disappear behind the stone wall.
  • Use the use/hand icon on the large stone of the half-wall he is sitting in front of.  The Heroine will push the stone onto the troll, knocking him out.

Heroine's Quest

  • Pick up the small bag that is next to the now knocked-out troll.  You’ll receive ICY KEY, MAGIC SEED, and BOTTLE OF MEAD.
  • Use the vortex to go back inside it.  You’ll emerge in Hoddmimi’s Holt, the previously frozen garden.

Heroine's Quest

  • Pick up the TROWEL shining near the unfinished gazebo.
  • In your inventory, select MAGIC SEED.  Exit your inventory.

Heroine's Quest

  • Use MAGIC SEED on the patch of dirt on the east side of the screen.  The Heroine will plant the seed.
  • In your inventory, select TROWEL.  Exit your inventory.

Heroine's Quest

  • Use TROWEL on the spot near the bricks, where you just picked it up.  The Heroine will replace the TROWEL so the person can finish the gazebo.
  • Note: do not pick up the gemstone from the river.  This will cause you to “erase yourself from existence” upon entering the vortex, because you’ve altered the past.
  • Once you’ve planted the seed, replaced the trowel (and NOT picked up the gemstone), enter the vortex.  You’ll emerge back in Egther’s castle.
  • The other version of yourself appears in the doorway.  Speak to her.

Heroine's Quest

  • You need to repeat to her what she said to you momentarily before.  Select “Keep this gem safe; it is very important.”
  • Then select “I am ready; the jotuun won’t stand a chance.”
  • Open your inventory and select VORTEX STONE.  Give it to your doppelganger.
  • You’ll automatically leave the room.  Walk down the icy hallway and to the main room with the large door.

Heroine's Quest

  • In your inventory, select ICY KEY.  Exit your inventory and use ICY KEY on the frozen door.
  • You interrupt Egther as he is calling upon Loki.  He prepares to cast a lethal spell at the Heroine.
  • Quickly enter your inventory and select MAGIC GLOVES.  Exit your inventory.

Heroine's Quest

  • Quickly use MAGIC GLOVES on Egther.  The Heroine will catch his ice magic and he will enter a normal battle with you.

Heroine's Quest

  • Hack Egther to pieces.  As a Warrior, this is a pretty straightforward battle involving sword- and shield-play.  He does have two forms and will pull out a larger sword after you drain his health bar the first time, so be prepared for that.  You should have at least two health potions at your disposal so use them wisely.
  • After you defeat Egther, the castle begins to collapse and the Heroine escapes just in time. Sigurd meets her outside and praises her for saving Midgard.

Heroine's Quest

  • A celebration is held in honor of the end of fimbulwinter.  Everyone from Fornsigtuna and Munarvagir will praise the things the Heroine has done for them—this is determined by which significant side quests you completed.

Heroine's Quest

  • Enjoy the end credits and the epilogue of your Heroine’s adventures.
  • After you complete the game, you can return to the main menu.  You’ll now have access to your Records and some Bonus Material.

Random Encounters

Overview: There are plenty of sidequests and events you may or may not encounter throughout Heroine’s Quest.  We have barely scratched the surface of what is available to explore in the game.  Here are a few random encounters we came across that you might as well.

Heroine's Quest

  • Random encounter after Chapter 2 starts: You might run into a fox on the bull’s-eye screen.  Speak to the fox multiple times, until it says “The fox sniffs in your direction.”  (Note: you may never receive this message if your Animal Ken skill is not high enough.)  Then switch to the “use” hand icon and use the fox.  The Heroine will walk over and pick him up.  You now have FOX in your inventory.  If you followed the map exploration above, you should already know where the screen with the foxhole is.  If not, go east two screens, then south.  Head east two more screens.  You’ll be in a tree-filled area with a foxhole.  If you speak to the foxhole, a small fox will peek his head out and lick your hand.  In your inventory, select FOX.  Exit your inventory and use FOX on the foxhole.  The fox will dash into the hole, leaving behind a small clump of hair.  Pick this up to receive FOX FUR.

Heroine's Quest

  • Random encounter after Chapter 2 starts: Volund at night.  If you climb over the wall of Fornsigtuna at night, you might notice Volund messing with the crates in the corner.  Inspecting them indicates that one of the crates’ bottoms is out of place and magical runes seem to be protecting it.

Heroine's Quest

  • Random encounter after Chapter 2 starts: “In Loving Memory.”  One screen west of Sigurd’s inn in Munarvagir, there are two houses that are usually locked.  The one on the southwest side of the screen houses the secret achievement, “In Loving Memory.”  We’re not sure what allows you to enter this house, but we opened the door at nighttime during Chapter 2.

Heroine's Quest

  • Random encounter after Chapter 3 starts: Doom squirrel Ratatosk outside of Munarvagir.  Ask him “What have you done this time?”  He claims to have stolen one of the eyes of Phazi.  Select “You mean the Eye of Thiassi, not Phazi.”  Select “Is it in that log over there?” and then “Let me check.”  It’s just an acorn; he hasn’t stolen anything after all.  Ratatosk runs away.
  • Random encounter after Chapter 3 starts: On the screen with the bull’s-eye, you might run into Snorri practicing archery.  You can ask to try your hand with the bow and shoot three arrows at the bull’s-eye.  Although this is part of the EYES quest in the main story, you can also do this repeatedly to increase your “Weapon Use” skill.

Heroine's Quest

  • Random encounter after Chapter 3 starts: the trolls attack Munarvagir.  Occurs at night, when you are in Munarvagir.  A cutscene will show the trolls and giants coming for Munarvagir.  Sigurd will rally the townspeople to the front gate.  Go to the gate and speak to Sigurd.  He will tell the Heroine to open the gate when ready.  Use the use/hand icon to open the gate and enter a battle with a jotuun.  He’s fairly tough, so be prepared.  After you slay the jotuun, the rest of the townspeople will chase away the remaining trolls and the battle is won.

Congratulations!

 

You have completed Gamezebo’s walkthrough for Heroine’s Quest.  Be sure to check back often for game updates, staff and user reviews, user tips, forums comments and much more here at Gamezebo!

Jillian will play any game with cute characters or an isometric perspective, but her favorites are Fallout 3, Secret of Mana, and Harvest Moon. Her PC suffers from permanent cat-on-keyboard syndrome, which she blames for most deaths in Don’t Starve. She occasionally stops gaming long enough to eat waffles and rewatch Battlestar Galactica.