Oxenefordscire contains 10 Mysteries in Assassin’s Creed Valhalla (ACV). This Assassin’s Creed Valhalla Oxenefordscire Mysteries Walkthrough will guide you through all Mystery Locations in the Oxenefordscire Territory. None of the Mysteries are missable, you can still find everything in free-roam after the story. It’s recommended to collect everything as you go through the regions to level up.
Mysteries get marked by blue icons on the world map automatically when synchronizing the viewpoints. Mysteries are side quests and other open world encounters. They include the following types: Cairns, Offering Altars, Flytings, Treasures of Britain, World Events, Legendary Animals, Lost Drengrs, Daughters of Lerion, Animus Anomalies, Fly Agarics, Standing Stones. Finishing all Mysteries is needed to complete all Territories for the Completionist All the Way! trophy or achievement.
Also in this region:
Mystery #1: Flyting (Hogg the Burly)
This Mystery is just outside Oxeneford.
Defeat Hogg the Burly in an easy flyting victory. The responses are fairly obvious:
- “You’re barely an insect, a fly that I’ll swat.”
- “You’re posessed of a baldness that’s scared off your hair.”
- “You’ve the brain of a donkey, to challenge a Norse.”
Mystery #2: World Event (Permission to Weep)
Meet Sten next to a burning funeral pyre of his entire raiding crew. He tells a terrible tale of woe that can have one of two resolutions. If you have a Charisma of 3, you can command him to weep for his pitiable state. Otherwise, you will have to fight him
Mystery #3: Fly Agaric
Follow Eivor on another drug trip, which are always remarkably boring hallucinations. In this hallucination challenge, there are five gates to pass through, each with a different number of crosses next to them. Starting with the gateway that is straight ahead (which has one cross), enter the gates in numerical order from 1 to 5.
The order will be, middle, middle right, far left, middle left, far right.
Mystery #4: World Event (The Anchoress)
The door to this small building will be barred, so go around back to shoot out the lock.
Enter the building and go down the ladder. Follow the passage to talk to the Anchoress, and if you have a Charisma of 2, you can convince her to come outside.
The world event will end as soon as she steps outside.
Mystery #5: Legendary Animals (The Corpse Feeders)
Once you arrive at the Legendary Animal icon a short cutscene will play and you’ll be attacked by 3 wolves. Kill all 3 to finish this mystery. Take out one at a time. The fewer are left, the easier it gets. If you have trouble, return later at a higher level or reduce difficulty to easy in gameplay options.
Mystery #6: World Event (A Dog’s Rescue)
In front of a burning building, you’ll find a woman in distress. Talk to her and she’ll ask you to save her dog from the fire. The front will be entirely engulfed, so you will have to go around to the back of the building.
Smash the breakable wall and jump through. Your task will be not only to find the dog, but to make a path for it to escape. Look to your left and you’ll see a barricade that is blocked from moving by a pot on its left.
Smash the pot then move the barricade to reveal another breakable wall which you can smash to reveal the exit. Right next to the exit, there is another breakable wall to destroy.
Go through the revealed passage to find another breakable wall to destroy. Behind this wall you will find Dandelion Puff who is not a dog, rather it is actually a fox!
Lead the fox back to the woman and speak to her to end the event.
Mystery #7: World Event (The Last Raid)
Talk with the addled Alvar to begin this quest. He is preparing to go on an imaginary raid and needs your imaginary help.
Use Odin’s Sight to reveal which items in the area are interactive and click on them to trigger Alvar’s comments.
After interacting with the ore, the fish, and the arrows, Alvar will say that he is ready to launch and asks that you blow your horn.
Unfortunately the only thing your horn summons is wolves! Kill all of the wolves and talk to Alvar to finish this event.
Mystery #8: World Event (Nostalgia)
This elderly farmer is also addle brained, mistaking you for his daughter and asking for help moving crates.
Pick up the crates and put them on the deck behind the man, then move over to a bench where he will tell a tale.
Each time he falls asleep, prompt him to continue until he tells the whole story.
Mystery #9: World Event (Fishing Lesson)
Nel is looking for her brother, who has turned into a fish? Whether or not you believe her, play along.
You will need to have built the Fishing Hut in Raventhorpe in order to unlock the Fishing Line action. Catch fish until Nel’s deception is revealed.
Be a good viking and give them the fish anyway to finish the world event.
Mystery #10: Animus Anomaly
On a cliff near the aqueduct, you’ll discover an Animus Anomaly, and as soon as you touch it the world around you will freeze and you’ll find yourself in control of Layla in a virtual space.
Run along the aqueduct until you reach a blue platform. Turn right and go down the series of blue platforms to a lower level.
At the bottom, turn to the left and go along another set of platforms until you reach a draggable reflector. Pull it back until it reflects the beam onto an unstable platform in the distance, which will stabilize.
Move past the reflector and jump across another series of platforms that lead under the bridge to the other side, climb up at the end and turn to the right. Follow the platforms until you reach the newly stabilized platform, then climb up and turn to the left.
Jump over to a platform with two draggable reflectors that you will have to arrange to reflect the light beam into another unstable platform. The trick is to reverse the position of the reflectors in order to position them properly. Line up one reflector to intersect with the platform, then align the second reflector to cause the beam to hit the first reflector.
Head back the way you came until you reach the first draggable reflector, and push it back into its original position so that it stabilizes the platform in line with the aqueduct. Then climb back up to the original path.
Run along the path until it splits. Take the right path, and keep going until you reach the red hazard. These obstacles will cause desynchronization if you hit them (or if they hit you).
Wait till the way is clear, then jump across to the ledge and immediately jump up to the top of the platform.
Jump across the platforms to the top, then wait for the hazards to clear before continuing. Make sure to take the left path, or the hazard will likely hit you before you can get on top of the platform to the right.
Climb to the top, then slide down the slope in front of you. When the hazards are moving up/right, use continuous parkour to jump to the beam then immediately to the ledge on the other side, climbing up right away.
Straight ahead you will see two hazards that seem like you’ll hit if you jump across, but they’re actually behind the wall ahead of you. Jump across to the ledge, then climb up. Once at the top, turn right and jump to the beam across from you.
From this position its much easier to avoid the hazards. Wait until the path is clear then jump across to the platforms on the other side.
Turn left and jump on the platform, then turn right to have a straight shot to the anomaly. Interact with it to end the mission.
That’s 100% of the Mysteries you can find in Oxenefordscire Region of Assassin’s Creed Valhalla (ACV).
For all other Mysteries check out the complete Assassin’s Creed Valhalla Mysteries Guide. For the other Collectibles in this region check out the Wealth Guide and Artifacts Guide.
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