Sigrholm | Chapter 6 The Banner Saga Guide
Last update: 11 May 2016
After you reach the flooded Sigrholm the game will automatically initiate a conversation, participated by Rook, Alette, Oddleif and Eyvind (you will be allowed no influence on its course, however). After the conversation, you need to go to the market, because your supplies are probably dwindling and, what is even more, you will set out for another journey soon. I also recommend that you promote he heroes and have a conversation with Eyvind (try to bring up al the available topics). Take your time when it comes to using the building where you are going to rest - more about this below.
Eyvind's plan is to wait through the situation, in hope that Juno will arrive in the city. It is worth knowing that this plan is bound to fail, because staying in Sigrholm, even for a dozen of days, will not result in Juno's being found. What is even more, you need to take additional problems into consideration, and the first situation of this kind will happen as soon as you try to use the building for resting. You will receive information that the caravan has been robbed and you need to react to that:
- Chase the thieves - This will start a big battle with the bandits and, even if you win, you will lose a lot of supplies again.
- Try to talk it out with the locals - this will result in a big battle with the bandits and losing some of the supplies.
- Tell the caravan to get ready to leave immediately - This variant will let you avoid losing more supplies, although you will not be able to perform any additional actions in the village.
- Focus on protecting the caravan (Ignore the theft and protect the caravan) - this variant will prevent losing more supplies and, unlike in the situation described above, you will not need to leave the village straight away.
Note! If you have arrived in Sigrholm with scarce supplies, or without them, you can sacrifice the few people from the caravan and use the Rest building, before you visit the market. Thieves will then have nothing to steal (the variants of behavior will not change, of course).
If, in spite of the supply theft, you have not decided to leave Sigrholm, on the next day, you will have to deal with one more event. This time around, it is going to concern the will to leave the village by many of the people travelling on the caravan. The game will provide you with four options to choose from:
- Wish them well - a medium-sized group of Clansmen, Fighters and Varl will leave the caravan.
- Encourage them to stay - a medium-sized group of Clansmen, Fighters and Varl will leave the caravan.
- Refuse to let them leave - a slightly bigger group of Clansmen, Fighters and Varl will leave the caravan.
- Join them and get ready to depart - this is the best option, because you will lose nobody from your caravan this way. Apart from that,, as I have already mentioned, a longer stay in Sigrholm will not help you, because nothing more will happen and Juno will not appear in the village.
A much better idea, than to wait for Juno is to leave Sigrholm right after you have attended to all your business in that village. Therefore, click on the Leave button and select the "I'm sure she'll catch up with us" or the "She's not coming" option. You need to decide how to solve the problem of the flooded area that separate the caravan from another big location. The available variants are:
- Attempt to ford the river - the plan will succeed, although reaching the other bank of the river will take two days.
- Caulk the wagons and float across - the plan will fail because, apart from wasting time, you will also lose a lot of supplies
- Pay some locals to help - this is the best variant, because you will lose no supplies and reaching the other bank of the river will only take one day
- Detour around the flooding - the plan will be partially successful because, although you kept the majority of your supplies, the whole detour will take, as long as, four days.