Journey to Wyrmtoe | Chapter 4 The Banner Saga Guide
Last update: 11 May 2016
Most important moments of the journey
On the way to Wyrmtoe the caravan will visit Radormyr. You'll be able to act here in several ways. I strongly recommend to accept a proposal of encountered people (Accept the offer), because it will allow you to get the artifact - Gullinfyri. This item increases chances for dealing double damage so it would be good to give it to one of strongest warriors. Regardless of how you behave towards encountered people, examine a large stone here (Inspect the godstone before departing) - you won't waste any time and any supplies.
Additional events
If, during your stay in Frostvellr you have not met Ekkill and he has not joined the caravan, as a result, right after you leave the village, an event wil occur. You will notice Ekkill at the road. Regardless of what you do about that, at the beginning of the event, you will have to talk to him and, just like in the case of the other events of this kind, you will have to voice your decision. You can:
- Arrest Ekkill and his men (Take Ekkill and his men as prisoners). This means that Ekkill will join the caravan, but he will not be its member, per se.
- Refuse to help and leave (Abandon them in the wastes). This is not a good variant, because you will gain nothing from leaving Ekill, and you will only make the relations between Rook and Alette worse.
- Ask Onef his opinion. This action is available only if you, still during your stay in Frostvellr, let Onef join the caravan. It will change nothing to select this option, because Onef will have no new solution to this problem. .
- Murder Ekkill without any warning (Kill Ekkill on the spot). This is not a good variant, because you will gain nothing from Ekill's death, and you will only make relations between Rook and Alette worse.
- Let Ekkill, and his men, join the caravan (Let them join you, on strict terms). This is the best variant, because he will not betray you, and you will gain new Fighters.
Soon after leaving Frostvellr the caravan will get to a small farm. You can act here in two ways referring to the farm owner (Farmer). First variant is to take the food and livestock with the force (options "Threaten the farmer", "Take the food by force" and "Intimidate the farmer into giving you livestock"). As a result you'll get valuable Supplies but relation between Rook and Alette, as well as caravan morale, will get worse. Another variant is to leave farmer alone (Leave the farmer and the livestock alone). You won't get anything but the relation with Alette and the morale won't change (this is not a good solution if you are running out of supplies).
Another event is connected to vultures seen in the sky. Oddleif will start shooting at them and you can react to it in different ways. The first part of the conversation is not so important, because you'll decide how to behave at its end:
- Praise Oddleif's plan to train other women (Encourage Oddleif to train the women) - I suggest this variant.
- Do not show too much support for her idea (Try to keep her expectations in check).
- Show the opposition to Oddleif's plan (Tell her you think it's a bad idea).
Next even should involve too many clansmen travelling with the caravan, which causes more and more incidents. The game will allow you to act here in five ways:
- Ignore the problem (Carry on and put up with it) - I do not recommend this variant because many caravan members and fighters will leave it.
- React only on most important issues (Try to address the major issues) - The caravan situation stays as it is.
- Keeping caravan members busy with other things (Try to keep people useful and too busy for petty squabbles) - This is definitely the best choice because sending the caravan members to different activities will allow you to get some supplies. What's more - morale will slightly increase.
- Form a council to deal with the problems of the caravan (Form a council to handle these problems) - The caravan situation stays as it is.
- Split the caravan into two smaller ones (Split the caravan) - I do not recommend this variant because despite the fact, that morale will slightly increase, a large group of clansmen and fighters will leave the caravan.
The caravan should get to the location with wild fruits. Despite the fact that they have bad influence on your mind, you should get interested in them because they are good source of supplies (and won't kill anyone in the caravan). Available behavior options are:
- Taste one fruit (Take a bit yourself) - I suggest this variant because in addition to 12 units of Supplies you'll increase caravan's morale.
- Discourage people from eating fruits (Discourage them from eating the fruit) - As result you'll get 5 units of Supplies.
- Gather as much fruits as you can (Gather as much as you can) - Take this variant only if the morale is quite good, because it won't change now. You'll also obtain 16 units of Supplies.
The last event before getting to Wyrmtoe (note - it can also start only when travelling to Grofheim) refers to caravan members who got lost in a snowstorm. Unfortunately you can't gain anything here but only limit loses. I suggest choosing option "Make a thorough search for the lost clansmen". You'll spend one day searching for lost people and use some supplies, but the caravan will lose the least possible number of members (Clansmen). Regardless of how you acted, do not forget to increase caravan's morale when it is possible, because it probably got worse.