Röki
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The Completionist's Guide to Röki
By The Sojourner
All achievements/badges; All collectibles; No videos; Safe from spoilers.
Also contains hints on progression for those who are stuck!
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Welcome and some General Tips
The secrets in Röki are tiny; and it's not always obvious what to do, whether for an achievement/badge or sometimes just to progress, so here's my general advice:
  • Press F to Flash!
  • Pay attention to even the smallest bits of dialog. Sometimes characters reveal things.
  • Explore every path. Gather every object you can.
  • Never be afraid to backtrack. The Waytrees are not only helpful, but friendly!
  • Interact with everything more than once.
  • Speaking of interacting, never forget to: Press F to Flash!
  • Sometimes you'll need to combine items in your inventory to progress.
  • Try stuff wherever you can. Ideally start with the stuff that seems to make sense, but don't be afraid to branch out from there.
  • For loot/secrets, there is generally no more than one per screen/area (the only exception is in Chapter 3).
  • Speaking of such, never be ashamed to: Press F to Flash!
And now, if you need something more specific, I have a sort of Q&A below (some of these could well be FAQs). I also have an "Inventory Check" to help resolve any outstanding issues you might have that these questions don't cover. There, everything is organized roughly by the order of progression, so there's no need to worry about being spoiled.
"Help! How do I progress here?" [Chapter 2]
Main sections

Q: I see a church I want to get to but there's a locked gate in the way!
A: You need a hairpin to lockpick it. Check some ravens' nests out west.

Q: A troll told me about a dagger. Is there a way to get it out, and if so, how?
Q: I have a bear trap and a rope. Now what?
A: Combine them and use it to pull a dagger out of Trollhilde!

Q: I see all these purple vines, and I have a rusty dagger, but the game says I can't cut them down.
A: That's right. You can't cut down those purple vines with a rusty dagger, as it's too dull! You need to sharpen it first. The place to do that is at the Broken Mill, against a working grindstone (get a Tomte to help first).

Q: I'm supposed to light a fire for cooking, but I can't seem to find what I need.
A: The Matches are tiny. They are sitting on top of a barrel. Everything else should be large enough to spot more easily (I hope).

Q: How do I get past the blight fungus in the Poisoned Forest?
A: You don't... yet. You need to first do the hidden witch-herbalist's bidding. Then she'll give you something to help get past the blight.

Q: I see a crack in the Forgotten Church's floor, and Tove says there's something underneath there. Can I get there, and if so, how?
A: Did you see a ladder to the side? It leads up the bell tower, where you can chop down the bell with a sharpened dagger.

Q: I'm in the Cobwebbed Crypts area and I'm desperately seeking the last block!
A: It's not there. Someone probably threw it into the Siren Pool, all the way out east.

Q: How do you know which order to put the 4 blocks in?
A: The moon should be a clue. Also check the ground floor again. Why would those graves have only a single date with very specific digits?

Q: I'm stuck on the puzzles in the Wolf Ruins!
A [first puzzle]: Slide the wolves so that the statues cover up the shadows. Detail is important here, so if you're a tiny bit off, you'll need to adjust again.
A [second puzzle]: Heed Tove's suggestion! Also the answer is in the mid-right pillar. Hopefully this will keep your head from spinning like all those discs. Finally, if you did misalign something, please be patient with this puzzle.

Q: I climbed to see a cave high atop a mountain, but Tove told me it's too dark. What now?
A: Sounds like you need a Torch. You can fashion one out of some cloth and a bone. For the latter, you'll need to visit a cave just beyond the Siren Pool.

Q: I made it into the Poisoned Forest, Cave of Potions, the Cobwebbed Crypts, Yule Cat's Burrow, and even the Mountain Plateau, but not to any of the other map's endpoints. Can you help me complete the map so I can find the Jötnar?
A: Check the Mountain Plateau again, but this time, go to the left. You should see an icy cave with two two-fingered hands that move to invite you in as you approach.

Q: How do I get to that one eastern node on the map?
Q: I see a tree out east that seems loose yet I can't seem to break it down with what I have!
A: That tree is indeed not meant to be broken down by you. Assuming you followed the above advice first, Fossegrim indirectly talked about Trollhilde, so go talk to her first. When she mentions "wolfie stick", she'll refer you to her trollsister Trollhulde, who will in turn break that tree to bridge the gap.

Q: The Nokken is still there and dangerous as ever! It seems I'm supposed to vanquish it, but how do I do that?
A: Ahh yes, the mini-puzzle that throws so many off, especially those who don't know about the folklore. First, take the Parish register from the Forgotten Church. Second, look for a grave that mentions something about the "watery depths" and use the Parish Register there. A name should be highlighted. Finally, use the Highlighted Parish Register on the Nokken.

Q: How do I get Fossegrim what he needs?
A [Thirsty Stones]: The three Thirsty Stones are satisfied at (1) the stream under Trollhilde's Bridge, (2) the swampy pool in the Poisoned Forest, where Krink the Krokeling is, and (3) the Siren Pool, where the "tragic secret" is (related to) the Nokken. No other pond or stream will work.
A [Payment of food]: You need to have interacted with the Nokken first. Once you've escaped, you should be able to collect some Black Ash from Trollhilde's burnt out fire in a Jar you took from the Cave of Potions (you were there too, right?). Then, if memory has served you well, you'll recall that Jólakötturinn (Yule Cat) had a desire for dark fur. This jarred ash will do the trick, and Jólakötturinn (Yule Cat) will become so self-absorbed that you can steal the ham.
A [Instrument]: Your instrument is Trollhilde's flute! But she's not gonna let go of it. Still, she give you a somewhat subtle hint of what to do: put her to sleep. To do that, you'll need to make some Sleepy Tea out of a Valerian-on-the-mountain flower (next to the cave entrance on the Mountain Plateau), a Whispervine flower (top of the bell tower in the Forgotten Church), and the key ingredient, a Sopor Lily (which you get as you interact with the Nokken). Trollhulde has a recipe at her cave, as well as a mortar and pestle to grind everything into powder.

Dream sequences

Q: I'm in a well on an island with a hand, and everything's a little scary! How do I at least get off of it?
A: Take the eyeliner pencil and use it as an oar! Yes, I know this may seem a little counterintuitive since a pencil looks nothing like an oar (no flat bit whatsoever). I didn't make the game.

Q: I'm in a well and trying to cross a gap on the left side.
A: You'll need to create a straw-bridge (possible pun intended by the developers?) out of 3 straws and some rope. Check inside the photos.

Q: What do I use to distract/satisfy the tapping hand?
A: Something with a bell on it...

Q: How do I know what time to set the clock to?
A: Interact with the radio multiple times (seriously, why is this not a habit for more of you?).

Q: I see a pot up high, but I can't get it down!
A: But you know who can? Stoker, the cat. You'll need something to lure out a mouse first though.

Poisoned Forest

Q: Where do I find all the stuff for the second mask?
A: The Owl Skull and one Bluecap Toadstool is through the left door, another Bluecap Toadstool is through the central door (check off to the side of the stairwell), and the newt spawn and the last Bluecap Toadstool is through the right door. The eye-orb fungi are those things adorning the doorways and appearing to watch you (and they get spiky when you get visibly close), and the one to pick is the one on the rightmost door (make sure you're invisible as you do it).

Q: How do I reach the three Nattablooms?
A: First, you'll need 4 different mushrooms in your inventory. Look around, using both masks as you go — there's one behind each side dooway, where each of the Nattablooms themselves are. Also that 4-headed mushroom you've been using as a ramp needs to be used again elsewhere, so shrink it to size and pull it out. Second, you'll need to use your All-Seeing mask to progress, as well as the Älva's Staff ("wand") to grow some of the shelf fungus.
"Help! How do I progress here?" [Chapter 3]
My #1 tip here: Don't forget that inventory items are shared between characters! You'll be using this more than once.
My #2 tip: Henrik is the one to unlock and open all the doors (but not all the portcullis gates).

Q: How do I get past the outer entrance?
A: Check to the sides — there are some bars that can be bent. You're ultimately looking for two discs to plug into two slots, and each character can grab one.

Q: How do I get through the inner entrance?
A: You'll need Tove to get a stone block and Henrik to apply it as a counterweight. That one stone should be enough.

Q: I'm in the central courtyard for the first time. What now?
A: First, Tove can climb a wall and eventually get a Spear. Second, there's a well in the center where said spear can be used by Henrik. Progress is down that well.

Q: Tove seems to be trapped in the Dungeons!
A: Find a key — a dead bird-creature will be holding onto it, even as you grab it. And don't forget the above #1 and #2 tips!!

Q: I see a crack in a wall, and it seems I can interact with it.
Q: I have a Climbing Piton. What's that used for?
A: For those not well-versed in the sport, a Climbing Piton is used as a step for climbers. To maintain stability, it must first be hammered into a wall, so it's useless without the Hammer from the Dungeons. The game only allows you to hammer in the Pitons (as Henrik) at certain cracks.
Side note: it's pronounced PEE-ton (IPA: /piː.tɒn/), and rhymes with "Teton".

Q: How do I solve the Wolf Sundial puzzle?
A: First, find four keystones and place them where the riddle suggests. Then use Tove to move the small stones and Henrik to move the large ones. Only one stone at a time can be out, so you'll need to be fast.

Q: A bird-creature is blocking my way!
A: It likes weird fruit (that only Tove can reach). Lure it into a nearby cage and have Henrik close the door on it.

Q: A bird-creature won't go into the cage, saying it's a trap.
A: It sees another like it, already trapped similarly. Maybe if it didn't see that...
A: Also, this is another puzzle. The gears can (and should) be removed when the need arises.

Q: How do I access the western portion of the map?
A: Look around as Henrik for a shovel. It should be on the Eastern Ramparts. Then have him dig a tunnel from the Shrieking Courtyard for Tove.

Q: How do I reach that gear?
A: Only Henrik has the height to reach it, and Tove is not enough of a counterweight. You'll need two stones also.

Q: I can't use the gear. Apparently it's too rusty to move.
A: That's right — it needs to be oiled up first. If you haven't already done so, check the Shrieking Courtyard as Tove for a red spot, where you can find some Oily Seeds. They need to be ground down into an Oily Pulp with a Mortar and Pestle, found in the Dungeons (did you have Henrik move the bars first so Tove can squeeze in?). Finally, apply the Oily Pulp (or "oily gunk" as the characters call it) to the Rusty Gear and you're good to turn.

Q: How do I retrieve the key that Henrik accidentally dropped?
A: You'll need to fish it out. To do that, you'll need to find and combine in your Invetory: the Spear, some Twine and a Fishhook. And then blame Henrik later.

Q: How do I solve the Great Hall's puzzle?
A [part 1]: Did you find each of the 4 tiles with seasonal designs on them? They are located at: (1) the room where Henrik dropped the key (Spring, grabbed by Tove), (2) western guard tower (Summer, grabbed by Henrik), (3) eastern guard tower (autumn, grabbed by Tove, with Henrik's help to move that shield out of the way), and (4) near a rickety cart by the Wolf Sundial (Winter, grabbed by Tove, with Henrik's help as a counterweight).
A [part 2]: Once you have all 4 tiles, you'll need to place them accordingly. If you're aware of the designs of the Jötnar and which season each one corresponds to, this task will be easy (there's a hint at the Castle Gate's outer entrance if you forget)... or you can just interpret the riddle in a rather straightforward manner.
A [part 3]: Do you remember the story Tove read to Lars? It mentioned which Jötun corresponds to which season. If you forgot (and really, why would you forget?), the correspondence is hinted at in the textiles scattered around the castle: Wolf/Jötunúlfur is Spring/Flower, Stag/Jötunhjort is Summer/Sun, Bear/Jötunbjörn is Autumn/Leaf, and Raven/Jötunravn is Winter/Snowflake. Order doesn't matter here, and you'll need both characters to solve this. Also beware the three extra tiles that bear a fish, spider, and snake — none of these are part of the puzzle.

Inventory Check [Chapter 1]
  • Snowball, to be used on the giant wooden statue
  • Glue, to be used to fix Mr. Jötun
  • Broken Mr. Jötun, to be fixed by the Glue
  • Repaired Mr. Jötun, to be handed to Lars
  • Pan, to be placed on the stove first
  • Eggs, to be whisked in the Bowl
  • Bowl, to be filled with Eggs
  • Bowl with Whisked Eggs, to be added to the Pan once it's on the stove
  • Mr. Jötun, to be handed to Lars (again)
  • Log, to be placed into the furnace
  • Storybook, to be read to Lars
  • another Log, to be placed into the furnace
  • Pebbles, to be thrown to scare off the ravens on top of the outhouse
  • Splinter, to be thrown at the monster
  • Bedsheets (3), to be woven into a makeshift rope
  • Makeshift Rope, to be used on what remains of the banister
  • Bottle of Booze, to be made into a Molotov Cocktail
  • Bit of Cloth, to be made into a Molotov Cocktail
  • Molotov Coclkail, to be lit in the furnace
  • Lit Molotov Cocktail, to be thrown at the monster
  • Chisel, to be used to pry a drawer open
  • Screwdriver, to be used to get a Battery out of Robbo Robot
  • Flashlight, to be powered up by 2 Batteries
  • Batteries (2), to be added to the Flashlight
  • Repaired Flashlight, to be used to retrieve the sled
Inventory Check [Chapter 2, part 1]
  • Oar, to be used to open the door to the Tree of Many
  • Hairpin, to be used to unlock the gate to the church
  • Bear Trap, to be combined with the Rope
  • Rope, to be combined with the Bear Trap
  • Parish Register, to be used at a certain grave
  • Bear Trap-Rope Gadget, to be used to pull the Dagger out of Trollhilde
  • Rusty Dagger, to be sharpened on a grindstone at the Broken Mill
  • Pebbles, to be thrown to scare off the ravens inside the Mother Tree
After the first cutscene with Rörka, Röki and Lars
  • Wooden Handle, to be used to haul up a Pail of Water
  • Dry Wood, to be used as kindling for a cooking fire at the Broken Mill
  • Matches, to be used to start a cooking fire at the Broken Mill
  • Pail of Water, to be cooked into porridge at the Broken Mill
  • Tin of Oats, to be cooked into porridge at the Broken Mill
  • Ceremonial Bowl, to be filled with Porridge
  • Filled Ceremonial Bowl, to be placed in the marked spot as an offering to summon a Tomte
  • Dagger, to be used to cut all sorts of things
  • Mallet, to be used to knock out a Statue (side building, near the Church)
  • Slug, to be delivered to Kronk, a hungry Krokeling inside the Sunken Cabin
  • Statue, to be used to replace Krunk, a Krokeling inside Trollhulde's Cave
  • Kronk, to be delivered to Mamma Kroke
  • Krunk, to be delivered to Mamma Kroke
  • Empty Jar, to be filled with various items
  • Trowel, to be used to dig up some stuff
  • Troll Gold, to be used to summon Mamma Kroke from the Millpond (or handed to Trollhilde!)
  • Less Troll Gold, to be used to summon Mamma Kroke from the Millpond
  • Valerian-of-the-Mountain Flower, to be used in a Sleepy Tea Recipe
  • Thirsty Stones, to be satisfied by dipping them into three different forest springs
  • Satisfied Thirsty Stones (3), to be handed to Fossegrim
  • Whispervine Flower, to be used in a Sleepy Tea Recipe
  • Block with 1 Dot, to be used to unlock a secret passage
  • Block with 2 Dots, to be used to unlock a secret passage
  • Block with 3 Dots, to be used to unlock a secret passage
  • Jeweled Disc (1/3), to be used to unlock something...
  • Jeweled Disc (2/3), to be used to unlock something...
  • Sopor Lily, to be used in a Sleepy Tea Recipe
After the second cutscene with Rörka, Röki and Lars
  • Teddy Bear, to be thrown into the pool with the Nokken
  • Block with 6 Dots, to be used to unlock a secret passage
  • Lobster Pot, to be used to catch Krink, a stubborn Krokeling
  • Tiny Wellies, to be used to dress up a Child Statue
  • Red Bowl, to be used to dress up a Child Statue
  • Blue Fabric, to be used to dress up a Child Statue
  • Child Statue, to be dressed up to look like Tove
  • Dressed-up Child Statue, to be used as a decoy for the Nokken
  • Sleepy Tea Powder, to be used to make Sleepy Tea for Trollhilde to put her to sleep so you can take her Troll Flute
  • Black Ash (use jar to collect), to be used on Jólakötturinn (Yule Cat)
  • Highlighted Parish Register, to be used on the Nokken
  • Matches (2), to be used to (1) light a Torch and (2) restart Trollhilde's fire
  • Piece of Cloth, to be formed into a Torch
  • Bone, to be formed into a Torch
  • Torch, to be lit with a Match
  • Lit Torch, to be placed at the entrance to a cave
  • Jeweled Disc (3/3), to be used to reach Jötunbjörn
  • Ram's Skull, to be delivered to the hidden witch-herbalist
  • Cooked Ham, to be handed to Fossegrim
  • Trollhilde's Troll Flute, to be handed to Fossegrim for enchantment
  • Enchanted Flute, to be used to move water out of the way at the Siren Pool
  • Wolf Staff, to be used to reach Jötunúlfur
  • Krink, to be delivered to Mamma Kroke
  • Mamma Kroke's Beard Hair, to be delivered to the hidden witch-herbalist
  • Nattamare Parasites (2), to be delivered to the hidden witch-herbalist
Inventory Check [Chapter 2, part 2]
Jötunúlfur dream sequence
  • Eyeliner Pencil, to be used as a paddle (and the hairbrush as a raft)
  • Rope, to be used to bind some Drinking Straws
  • Ring Biscuit (a.k.a. Cookie), to be used to distract a hand (though this item is actually redundant if you play smart!)
  • Drinking Straws (3), to be bound by some Rope
  • Beard Comb, to be used to form a little ladder
  • Cat Collar with Bell, to be used to distract a certain tapping hand
  • Nail Polish, to be used to paint a Bracelet
  • Bracelet, to be painted by Nail Polish
  • Painted Bracelet, to be used to stay a hand
  • Ring, to be used to stay a hand
  • Fishhook, to be used to induce a hand to release a locket
Jötunbjörn dream sequence
  • Mirrors (3), to be used to redirect light to scare away Widow Drau
  • Giant Sheet, to be placed over a birdcage
  • Windchimes, to be hung in a certain location
  • Plate with Cheese & Biscuits, to be handed out to attract a mouse
  • Cooking Pot, to be handed to little Lars
  • Flowerpot, to be handed to little Lars
  • Coffee Cup, to be emptied into the cat's water dish
  • Empty Coffee Cup, to be handed to little Lars
  • Music Sheets (3), to be placed on the piano
Poisoned Forest
  • Invisibility Mask, to be worn by Tove
  • Owl Skull, to be delivered to the hidden witch-herbalist
  • 3 Bluecap Toadstools, to be delivered to the hidden witch-herbalist
  • Newt Spawn (use jar to collect), to be delivered to the hidden witch-herbalist
  • Eye-orb Fungus, to be delivered to the hidden witch-herbalist
  • All-Seeing Mask, to be worn by Tove
  • Key to an Älva's house, to be used to find said Älva's Staff ("wand")
  • Älva's Staff ("wand"), to be used to grow and shrink certain mushrooms and other fungi
  • Small Mushroom, to be used as a platform in certain locations
  • Medium Mushroom, to be used as a platform in certain locations
  • Large Mushroom, to be used as a platform in certain locations
  • 4-headed Mushroom, to be used as a platform in certain locations
  • 3 Nattabloom samples, to be delivered to Shroomi
  • Poison, to be applied to your Dagger
  • Poisoned dagger, to be driven into the blight fungus near the summoning horn
Jötunhjort dream sequence
  • Doormat, to be used in an indicated location
  • Fertilizer, to be placed on a sapling
  • Watering Can, to be filled with water (1) from the well and (2) from the cat dish
  • Full Watering Can, to be used to water saplings
  • Diary Lock, to be used in an indicated location
  • Tiny Door Handle, to be used in an indicated location
  • Key under the doormat, to be used to unlock the (constructed) door
  • Cabinet door, to be used to bridge a gap
  • Screwdriver, to be placed where Pappa is fixing the car
  • Spanner (a.k.a. Monkey Wrench), to be placed where Pappa is fixing the car
  • Paint, to be placed where Pappa is painting the cradle
  • Paintbrush, to be placed where Pappa is painting the cradle
  • Crayons, to be placed where Tove is drawing something
  • Knitting needles, to be placed where Mamma is knitting something
  • Blue Ring, to be placed back on a certain toy's part for Tove
  • Green Ring, to be placed back on a certain toy's part for Tove
  • Yellow Ring, to be placed back on a certain toy's part for Tove
  • Red Ring, to be placed back on a certain toy's part for Tove
Inventory Check [Chapter 3]
Important Note
Often only Tove or Henrik can use a given item. In this section, I have specified who can get the item and who can use it. If no one is specified, either character may use an item.
  • Piton (1/2), acquired by Henrik; to be used by Henrik in a crack in a wall
  • Sun Disc, acquired by Tove; to be used by Tove to open the outer entrance gate
  • Moon Disc, acquired by Henrik; to be used by Tove to open the outer entrance gate
  • Large Stone, acquired by Tove; to be used by Henrik as part of the counterweight to open the inner entrance gate
East side
  • Oily Seeds, acquired by Tove; to be ground down into some Oily Pulp
  • Spear, acquired by Tove; to be used by Henrik to remove the well grate in the Shrieking Courtyard, among other prying uses
  • Sunset Keystone, acquired by Tove; to be used in the Wolf Sundial puzzle
  • Hammer, acquired by Henrik; to be used by Henrik to hammer in a couple of Pitons
  • Mortar and Pestle, acquired by Tove; to be used to grind down seeds into Oily Pulp
  • Oily Pulp, acquired by either Henrik or Tove; to be applied to a certain Rusty Gear
  • Snowflake/Winter Tile, acquired by Tove; to be used in a certain puzzle...
  • Bird Book, acquired by Henrik; to be used in the bookshelf puzzle
  • Stars ("Twilight") Keystone, acquired by Henrik; to be used in the Wolf Sundial puzzle
  • Piton (2/2), acquired by Henrik; to be used by Henrik in a crack in a wall
  • Weird Fruit (1/4), acquired by Tove; to be used by Tove to ensnare one of those bird creatures
  • Shovel, acquired by Henrik; to be used by Henrik to dig up a passage in the Shrieking Courtyard to head west
  • Weird Fruit (2/4), acquired by Tove; to be used by Tove to ensnare another one of those bird creatures
  • Small Gear (1/2), acquired by Tove; to be used in a certain mechanism on the Eastern Ramparts
  • Weird Fruit (3/4), acquired by Tove; to be used by Tove to ensnare yet another one of those bird creatures
  • Small Gear (2/2), acquired by Tove; to be used in a certain mechanism on the Eastern Ramparts
  • Weird Fruit (4/4), acquired by Tove; to be used by Tove to ensnare still another one of those bird creatures
  • Ancient Key, acquired by Tove; to be used by Henrik to unlock the door to the guard tower at the top of the Eastern Ramparts
  • Sun/Midday Keystone, acquired by either Henrik or Tove; to be used in the Wolf Sundial puzzle
  • Leaf/Fall Tile, acquired by Tove; to be used in a certain puzzle...
West side
  • Heavy Stone (1/2), acquired by either Henrik or Tove; to be used to weigh down an old rickety cart in a certain way
  • Heavy Stone (2/2), acquired by Henrik; to be used to weigh down an old rickety cart in a certain way
  • Torch (2/3), acquired by either Henrik or Tove; to be used by Henrik in a small puzzle
  • Rusty Gear, acquired by Henrik; to be oiled up by the Oily Pulp (or "oily gunk") to get a Greased Gear
  • Greased Gear, acquired by acquired by either Henrik or Tove; to be used by Henrik as part of the sluice gate mechanisms
  • Old Axe, acquired by Tove; to be used by Henrik to chop down some intrusive wooden vines blocking a doorway
  • Fishhook, acquired by Henrik; to be used by Tove as part of a Makeshift Fishing Rod (Spear is necessary as well)
  • Twine, acquired by Tove; to be used by Tove as part of a Makeshift Fishing Rod (Spear is necessary as well)
  • Torch (3/3), acquired by Tove; to be used by Henrik in a small puzzle
  • Old Key, acquired by Tove; to be used by Henrik to unlock the nearby door
  • Torch (1/3), acquired by Henrik; to be used by Henrik in the small three-torches puzzle
  • Tree Book, acquired by either Henrik or Tove; to be used in the bookshelf puzzle
  • Sunrise Keystone, acquired by Henrik; to be used in the Wolf Sundial puzzle
  • Flower/Spring Tile, acquired by Tove; to be used in a certain puzzle just up ahead...
  • Sun/Summer Tile, acquired by Henrik; to be used in the Dining Hall puzzle (how well do you remember the designs of your Jötnar?)
  • Fish Book, acquired by Tove; to be used by Henrik in the bookshelf puzzle
  • Green signet ring, acquired by Tove; to be used to unlock the gate to the Raven Tower
  • Red signet ring, acquired by either Henrik or Tove; to be used to unlock the gate to the Raven Tower

Grand Totals: 192 (155 unique); not including the dream sequences: 148 (118 unique)
How Do Achievement/Badge Get?
#1-18 (Red for minor story advancements, Yellow for major ones) are unmissable, progress-related achievements/badges.
#19-31 (Blue) are missable achievements/badges:

Chapter 2

#19: Scenic Route
West of Trollhilde's Bridge but east of the Sunken Cabin, walk off the beaten path. Specifically, walk as far into the background as you can. You should get the achievement/badge after passing behind that one tree.

#20: Eye for Detail
As the description says: examine 50 unique items in your inventory. Make a habit of interacting with items in your inventory (and seeing what Tove and Henrik has to say about them), and you'll get the achievement/badge about halfway through Chapter 2, as there are over 100 such items in the game.

#21: Connected
Free all of the Waytrees and open all the doorways. There are 6 Waytrees, but only 1 is mandatory to progress (the Tree of Many). All of the Waytrees you meet will need ravens to be shooed away, and in most cases, the blight over their doors to be cut off. Should be natural to get this achievement/badge, but just in case, the 5 optional Waytrees are: (1) by the Forgotten Church, (2) by the Millpond, (3) on the Mountain Plateau, beyond the Wolf Ruins, (4) in the Poisoned Forest, and (5) by the Siren Pool. The icons at the Mother Tree also hint at this, in addition to telling you where you'd go if you took a given doorway.

#22: Grave Thoughts
Read all the graves near the Forgotten Church (the ones inside any building don't count). There are 9 (?) total graves to inspect.

#23: Tomte Talk
After summoming that one Tomte that fixes the grindstone for you, chat him up, and keep chatting! Once you've exhausted all the dialog, you'll get the achievement/badge (Tomte!).

#24: Testrollsterstone (Seriously, that double pun is over the top!)
Try to communicate with each of the petrified trolls. There are 4 of them, located at: (1) behind the Forgotten Church, (2) at the base of the Wolf Ruins, (3) on the way to Jötunúlfur's peak, across the bridge (DON'T FORGET THIS ONE!), and (4) in the Poisoned Forest (entrance area, opposite of where you dig up the Troll Gold). The achievement/badge should unlock after you find the last one.

#25: Honour Bound
If your memory serves you well, you should remember Trollhilde saying something about her lost Troll Gold. At some point, you find some Troll Gold, and, although it may be tempting to use it right away, don't do it! Give it to Trollhilde first for a surprise: she shares some with you!

#26: Top Spinner
In the Sunken Cabin, on top of a barrel, there's a toy that is neither an Inventory item nor a Collectible for the Journal. It is a top to be spun 5 times (and sadly, the game won't let you do any more than that). The achievement/badge unlocks after the 5th spin.

#27: Growing Pains
First, you need to have revealed the hidden witch-herbalist. They are Shroomi, and they are a talking mushroom. Your wand (or Älva's Staff) works well on mushrooms of all kinds, so why not Shroomi?...

Chapter 3

#28: Forlorn Hope
Read all the explorers' notes as Henrik. There are 8 of them, located at: (1) left of the Castle Gate, outer entrance, (2) near the Wolf Sundial, where you also get a leather-bound book (3) near the Lonely Tree, where you also get a keystone, (4) in the Supply Courtyard, via the lower-left passageway from the Shrieking Courtyard, (5) in the Supply Courtyard, nearby a wooden-vine-covered door, (6) on the Western Ramparts, (7) halfway to the Raven Tower, and (8) at the base of the Raven Tower. The achievement/badge should unlock after you've finished viewing the last note.

#29: Building Bridges
After every time Tove and Henrik work together, have them chat to one another. The achievement/badge should unlock after you complete the final task of unlocking the gate to the Raven Tower.

#30: Good Listener
Chat up each of the 21 bird creatures in cages as Tove (I don't think the dead ones count, but maybe chat them up too, just in case). Remember that just because they say stuff at you doesn't mean you've actually conversed with them, so be sure to actually interact with each one! There are 6 in the Shrieking Courtyard, 1 by the Wolf Sundial, 1 by the Lonely Tree (chat after you cage it), 3 on the Eastern Ramparts (chat after you cage them), 2 in the Supply Courtyard (one of which requires a roundabout way to reach it), and 8 on the way to the Raven Tower. The achievement/badge should unlock after you chat up the last one.

#31: Textile Detective
Find and Inspect each of the 4 banners for each of the 4 Jötnar/Seasons. While Henrik can inspect half of them, Tove can inspect all of them, so it's best to do this with Tove. Their locations are: (1) Shrieking Courtyard (Jötunravn/Winter), (2) Dungeons (Jötunbjörn/Autumn), (3) Eastern Ramparts, down some broken stairs (Jötunúlfur/Spring), and (4) Small room west of the Supply Courtyard (Jötunhjort/Summer). The achievement/badge should unlock after you've finished inspecting the last one.

Finally #32 (the only Cyan badge) is awarded once you get the other 31 badges in the same playthrough/save file. It will be the very last one to unlock.
Loot [Pages 1-4]
Format is: <Journal secret>; <location>

Page 1
Chapter 1

Snowdrop stem; Overlook Lake

Special moth; outside the cabin

Grandpa's old military badge; inside the cabin, upper floor

Paper origami wolf; inside the cabin, ground floor as the monster attacks

Tove's old report card (she has good grades); inside the cabin, cellar


The Deep Forest map node has no secrets

Chapter 2
Old fishing lure; Portal Clearing (look by the lake)


Page 2
Chapter 2
Chrysalis; just west of Trollhilde's Bridge

Wooden feather; Sunken Cabin, upper floor

Eggshell pieces; side area nearby the Forgotten Church

Beetle shell; inside the Forgotten Church

Troll snot; inside Trollhilde's cave

Bark strip carved with runes; entrance to Jólakötturinn's (Yule Cat's) burrow


Page 3
Chapter 2

Shedded snake skin; Trollhulde's cave

Bone jewelry; inside Jólakötturinn's (Yule Cat's) burrow

Old stiching sample featuring the 4 Jötnar; inside the Broken Mill, basement level (only accessible after summoning the Tomte)

Dragonfly larva husk; Poisoned Forest, central area, nearby the spring

Scrying stones; Cave of Potions

Very sharp talon; Same place you find the Ram's Skull


Page 4
Chapter 2

Leaf skeleton; Wolf Ruins, second puzzle

Smooth river glass; Fossegrim's cavern

Tomte hat; Cobwebbed Crypts, left side

Carved pendant; Siren Pool

Clump of animal fur; Side cave next to the Siren Pool

Ribbon hairtie; Beneath the Siren Pool


Loot [Pages 5-8]
Page 5
Chapter 2, Main areas

Very dry frog; Beneath the Siren Pool after enchanting the water (GET THIS ONE BEFORE YOU LEAVE THE AREA, LEST IT BECOME INACCESSIBLE)

Fragment of a star chart; Entrance to Jotunbjörn's Lair, near the right staircase (secret passage exit/entrance)


NB there are no collectibles when on the paths to visit Jötunúlfur or Jotunbjörn, nor in any of the dream sequences (including the part with Widow Drau)

Chapter 2, Poisoned Forest

Open owl pellet (a clump of coughed-up small animal bones and fur); through the left doorway

Shedded newt's tail; through the rightmost doorway

Tiny Älva shoe (that is nearly too cute for Tove!); through the central doorway, on the way to Jötunhjort


The Lonely Castle is the only map node in Chapter 2 without collectibles. In fact, it's inaccessible since it's its own chapter (see just below!)

Chapter 3

Format for Chapter 3 is: <Journal secret>; <Who can get it>; <location>

Arrowhead; Tove; Castle Gate, around and to the left of the outer entrance gate


Page 6
Chapter 3

Unfinished raven emblem; Tove; lower-left side of the Shrieking Courtyard

Carabiner; Henrik; upper-right side of the Shrieking Courtyard

Medallion; Henrik; Dungeons, as far right as you can go

Frozen rat's tail; Tove; Dungeons, in one of the cells (have Henrik pry open the bars first)

Straw doll; Tove; Wolf Sundial, held by a dead and decaying bird-creature

Special Lichen; Henrik; westernmost portion of the Western Ramparts, next to that wolf relief


Page 7
Chapter 3

Studded eyepatch; Tove; western guard tower (via the Western Ramparts or by climbing)

Lucky card (ace of clubs); Henrik; area just east of the Wolf Sundial (up a staircase, west of the Lonely Tree)

Old brooch; Tove; easternmost portion of the Eastern Ramparts

Old wax seal; Tove; eastern guard tower (via the Eastern Ramparts)

Dried-up fish; Henrik; area west of the Supply Courtyard

Ceremonial knot; Tove; Supply Courtyard, reached via a back route (since the other way is blocked by ice)


Page 8
Chapter 3

Spindle whorl; Tove; area west of the Supply Courtyard (have Henrik raise the upper-left floorboard first)

Coin Purse; Henrik; where the Sun/Summer/Stag/Jötunhjort banner is

Silver Spoon; Henrik; Great Hall

Shiny gem; Tove; beneath the Wolf Sundial, on the Jötunbjörn pillar

Piece of a flag; Henrik; halfway up the staircase to the Raven Tower

Toenail clippings; Tove; base of the Raven Tower


1 Comments
emelectrix 6 Dec, 2024 @ 8:25am 
This is so incredibly comprehensive and must have taken so much effort! It's really useful, thanks for making this. :)