Journey to Sigrholm | Chapter 6 The Banner Saga Guide
Last update: 11 May 2016
Most important moments of the journey
Some time after you have left Einartoft, a group of giants, commanded by Ubin, should catch up with the caravan. They will inform you of the situation in the city and of the current actions of the army of monsters. Ubin and Gunnulf (if he has not died earlier), will join the party and you will, additionally, receive 30 units of Supplies.
The next important event takes place as soon as you reach the fork . It will turn out that the path to Sigrholm is being guarded by monsters. The game will present you with a choice, and the most reasonable thing to do is select to "Go around, past Haukstorp", thanks to which the caravan will decide to walk around the army of monsters.
If you prefer to fight, elect the "Start cutting a path through the dredge" option (there is no point in dispatching scouts, because you would have one of them die and you would gain nothing, as a result) Since the monsters probably outnumber you, you should consider if it is better to choose the "Hold Them Off" option, instead of the standard " Formations" tactic. Right after the fights start, you should deploy your party members and focus on eliminating the beasts one by one. Starting with the weakest monsters that specialize in ranged combat.
Succeeding in the first battle will not take you closer to clearing the way for yourself. In this situation, I recommend that you decide to resume your journey (We tried... back to the main road). If you are bent on winning and start the second (just as demanding) battle, then Hogun and Mogun will, unfortunately, die in the course of it (or someone else, if these two are no longer traveling with the caravan). Iver will, in this situation, have Rook give up any further attempts to cut through the enemy army and, as a result, the abovementioned characters will have died in vain
Soon after you have encountered the first monster group, the caravan will reach a small village. First of all, you need to decide here about the villagers:
- Encourage them to join you - is the best idea, because the village will soon be razed to the ground by the monsters. However, you should remember to buy more supplies.
- Let them make their own decision - a smaller group of Clansmen will join the caravan, than in the case of taking the above decision.
- Don't expand the caravan further - no new characters will join the caravan.
Before you leave the village, do not forget to visit the Market, promote your Heroes, talk to Gunnulf (only if he has not died earlier) and Rest (only if the caravan's morale has dropped considerably in the meantime).
Another important location, along the caravan's path, is Dundr and, after you have learned its description, you will have to decide if you want to stay here for longer or leave (the "Inspect the godstone but move on afterward" and "Get back to the road without stopping" options). If the caravan's supplies have not yet depleted, I recommend that you stay here for longer. Start by selecting the "Stay here overnight" option, then select "Try to open it" and finally "Give up and go to sleep". On the next day, you will receive a valuable artifact, named the Puzzle Box of the Twin Rivers, that reinforces the Willpower points regeneration process. As a result, it pays off to allot this item to the character that often uses willpower to reinforce their attacks or to initiate their special abilities.
The caravan will soon reach a destroyed village of Haukstorp and you will be able to do two different things here. By selecting the "Check it out, just in case" case means that you will explore the village. Reaching Haukstorp itself, will take you one day and, additionally, you will need to have to fight here, against a quite big group of monsters. As a reward for winning the battle, you will be allowed to stay in the village. You can talk to Nid (I only she has joined your party earlier - it is one of the archers trained by Oddleif), promote your Heroes and check out the Market. It is worth noting here that Haukstorp does not offer Supplies. So, if you were close to depleting them even before you reached the village, it is better to give up visiting it altogether and resume your journey without further stops (the "There's no time. Keep moving" variant).
The next stop in the caravan's path is Ingrid. Here (regardless of whether you inspect the godstone closely or not) you will make quite an interesting discovery; namely at the dead monster, you will notice a creature that resembles a baby. First of all, listen to the conversation between Rook, Iver, Oddleif and Eyvind (the dialogue options that you pick here has no bearing on the story). After the conversation, you will have to take a decision about what should be done.
- Ask the caravan members to vote the fate of the child (Put it to a vote) - the members decide that the child should be abandoned, but alive.
- Insist on taking it with the caravan) - selecting this variant results in the drop of the caravan's morale, but you will get a new artifact- Vadrun Silver Brooch. This item decreases the effectiveness of the enemy attacks, aimed at a character's health bar, by one point so, it would be a good idea to give it to the person with a weak armor.
- Insist on leaving it behind - the child will be murdered by one of the giants.
- Leave it for the caravan members to decide (Stay out of this one) - the child will be taken by a group of women in the caravan and isolated from the rest. This choice will also result in the deterioration of morale.
Before the caravan reaches Sigrholm you will take part in two more events involving Krumr and the giants subject to him (with the exception of the situation in which he stayed in Einartoft after you decided to flee the town). Krumr will bring to your attention the monsters that are following the caravan and decides to square off against them in the battlefield. Also Iver and Ubin, will participate in this conversation but regardless of which dialogue options you pick, you will not be able to talk Krumr out of it. As a result, a group of 40 giants (varl) will leave the caravan .
Krumr should return still before you reach your destination (36 giants will join the caravan so, four of them did not make it in the battlefield). Listen to the new conversation, which will grant you 20 points of Renown and a new artifact- Dundr's Hand (this item adds 3 points to the strength bar).
Additional events
The caravan may encounter an old man wishing to join it. The best thing to do is allow him to do that (the "You're welcome to join if you can keep pace" option), because this will improve on your morale. You can reject the man ("We've already got enough mouths to feed").
If, early in the game, you have allowed Oddleif to train new archers then, soon after you leave the village, an event, connected with one of them - Nid - should occur. You can immediately continue your journey (Odd's right. Let's go), allow Nid to eliminate a few additional monsters (Hold on, let her do a few more) or return to the village that they have attacked (Return to the village looking for survivors). In the last case, you will have to fight a quite difficult battle in the village but, if you manage to win it, you will save, this way, a dozen or so Clansmen, who will join the caravan. Regardless of what you did, Nid will join the active party and you will be able to select her in the future battles.
The caravan may be stopped by a group of bandits, who are trying to extort a toll. In this situation, you can do one of four things:
- Attack Immediately - You will have to fight a relatively easy battle with the bandits, during which you should watch out for the Thrasher Champions.
- How about you leave what you've got, instead - you will be able to avoid the fight and the caravan's morale will go up.
- Inform them about the coming dredge - You will have to fight a relatively easy battle with the bandits, during which you should watch out for the Thrasher Champions.
- Do what they ask - You will avoid the fight but, you will lose some of your supplies. This is, definitely, the worst variant.
It is possible that fire will start in the caravan, which will put supplies, and the boy's life, to threat. The game will allow you to react to this situation in four different ways:
- Command the varl to help - This is the worst variant because, not only will the giants be unable save the boy ( the caravan's morale will drop) , but also all of your supplies will be consumed by the flames.
- Organize the peasants to put out the fires - You will be able to save the boy but, some of the supplies will be lost.
- Go in after the boy yourself - You will be able to save the boy, but a big portion of the supplies will be lost.
- Make an effort to save the rest of the supplies - You will be able to save all of your supplies, but the boy will die in flames, which will decrease the caravan's morale.
During the journey, a heated argument may occur in the caravan, between two women. You will be able to react to that in several ways:
- Let the argument play out on its own.
- Worry on marriage another time! - the caravan's morale will go down a little.
- Explain yourselves.
- Keep the women separated.
In the course of its journey, the caravan may encounter a big, empty chamber, which can be used as shelter. The available options are:
- We sleep in comfort tonight! - I RECOMMEND AGAINST THIS ONE because the structure will collapse and claim the lives of several people in the caravan, which will decrease morale.
- Keep everyone back until you're certain it's safe - this is the best option to play. It will allow you to determine that the chamber is not safe and nobody will die.
- It was abandoned for a reason. Leave it - several families will risk taking rest in the chamber and they will come to no harm. Morale of the caravan will deteriorate.
- Determine the reasons for which the chamber was abandoned (Look for any clues about why it was abandoned) - I recommend against taking decision of resting here (Sleep in the old hall), and leave it (It was abandoned for a reason. Leave it).
One of the giants and one of the Clansmen may fall out. You can react to this in four different ways:
- Break the tension by making a joke - The caravan's morale will improve.
- I'm impressed you've kept it together this long - The caravan's morale will deteriorate a bit.
- Set the varl and the villagers apart (Send the varl ahead in the caravan to put some space between you) - the caravan's morale will improve.
- Ask the giant for the reason for his aggression (What is wrong with you?) - the caravan's morale will improve.
The caravan can be stopped by two shady-looking individuals and one of them will ask you for food. There are five ways in which you can react to this request:
- Warn the people of the threat from the approaching army of monsters (Offer no food, but inform them of the dredge) - selecting this option will not end the conversation.
- Ask them about how what brought about their condition (Ask them how they came to be here) - selecting this option will not end the conversation.
- Offer food in exchange for their joining the caravan (Fight with us and earn your food) - it is not a good idea because they will, after several days, trick the caravan and separate from it, while taking some of the supplies with them.
- Decline to help the strangers - I recommend against this variant, because the caravan will be attacked (you cannot defend it in a direct fight) and you will lose some of your supplies.
- Offer them a few days worth of supplies - they will thank you for helping them.
During the journey, you may learn that a baby was born and it is a good idea to consider your reaction, because you may earn a lot of renown for that. The available options are:
- Throw a party (Call for a day of rest and celebration) - this choice will make the caravan stop for one day and use up quite an amount of supplies but instead, you will receive 15 renown points.
- Congratulate the parents (Congratulate the new parents privately) - You will use up no supplies and receive only 5 renown points.
- Offer the family extra rations as gifts - You will lose some of your supplies, in exchange for 10 renown points.
- Leave the family alone (Do nothing special, allowing the mother and child some peace) - You use up no supplies, but you receive only 5 renown points.