AC Valhalla: Dawn of Ragnarok: Gift to the God Assassin's Creed Valhalla guide, walkthrough
On this page of the AC Valhalla Dawn of Ragnarok guide you will find a walkthrough of the main quest Gift for the God. This quest takes you to a new land, Svartalfheim.
Last update: 21 December 2022
On this page of the AC Valhalla Dawn of Ragnarok guide, you can find a solution to the Gift to the God story quest. During this quest, you'll get acquainted with the new region, meet a few people, obtain the Power of Muspelheim, and find your first Shelter.
- Follow Singrun and Halstein
- Kill the Muspel
- Acquire the power of Muspelheim
- Defeat the Muspel scouts
- Find a route for Singrun and Halstein
- Defeat Sinmara
- Follow Singrun and Halstein
- Find the sign left by other dwarves
- Follow Brudd to the blacksmith
- Follow Brudd
Follow Singrun and Halstein
The quest is activated right after you complete Restless Dreams story mission.
The ritual you've undergone has taken you to Svartalfheim. You'll encounter two dwarves that will take you to a Shelter.
Follow them. Along the way, you'll encounter some enemies, but after the threat has passed, you will continue on your way. .
Kill the Muspel
You now have to deal with an opponent. Headshot him to get rid of him quietly and easily.
Acquire the power of Muspelheim
After defeating the Muspel, you'll receive a Hugr-Rip - a special item that can absorb the powers of your opponents. To learn more about the item, visit a dedicated page of this guide.
Your first obtained power is the Power of Muspelheim. This one allows you to step on the lava without taking damage. Simply absorb the power from the enemy so it becomes available to you.
Defeat the Muspel scouts
New enemies will appear, emerging directly from the lava. Kill them, preferably with a bow. This will charge your Hugr-Rip, which is essential to be able to use the powers.
Find a route for Singrun and Halstein
After clearing the area, you'll see Singrun and Halstein attempting to open a locked door. You need to find a way to unlock the door for them. Activate the Power of Muspelheim and follow the lava left.
Continue through a narrow pathway and turn right. This way you'll find yourself on the other side of the locked door. Destroy the blockade and let the dwarves in so you can continue your journey.
The dwarves will continue moving, but at some point, you'll have to help them. You need to create a safe passage across the fissure filled with lava. Activate the Power of Muspelheim and move the stony ledge so that the dwarves can cross to the otherside.
Defeat Sinmara
As you reach the exit from the cave, you'll encounter SInmara. The duel is rather simple. If your adrenaline is charged, use your combat abilities. Two accurate hits should be enough. After dealing enough damage, SInmara will escape the battlefield.
Follow Singrun and Halstein
Return to the dwarves. They will lead you to the Shelter and show you how to look for other buildings of this type. This is an important mechanic that will be used several more times in later missions.
Find the sign left by other dwarves
Barrels/plates with yellow signs will appear in your path. These were left by other dwarves to make finding the shelter easier. Follow the signs to get to your destination.
At Grenhellir Shelter you will find:
- a forge,
- a trader,
- tattoo artist,
- stone collector,
- Thousand Eyes.
Follow Brudd to the blacksmith
Your new friends will put you in the care of another dwarf. Brudd will take you to the blacksmith first. Visit him to upgrade your weapons, armor or develop new powers.
Follow Brudd
After visiting the blacksmith, continue following the dwarf. The mission ends once you look down on Svartalfheim unfolding before your eyes.