Sciropescire contains 14 Mysteries in Assassin’s Creed Valhalla (ACV). This Assassin’s Creed Valhalla Sciropescire Mysteries Walkthrough will guide you through all Mystery Locations in the Sciropescire 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: World Event (Lamb Chops)
Merec has ‘lost’ a brooch, and needs your help to ‘find’ it. The twist is that one of his sheep has eaten it, and no you can’t kill his sheep. Grab a bale of straw and drop it in the sheep pen, then search all the poop piles for the brooch.
Then talk to Merec.
Mystery #2: World Event (Paola’s Dream)
Talk to Jason. That’s it. That’s the quest.
Mystery #3: Flyting (Ove the Scarred)
Seek out Ove in Quatford and challenge him. Use the following responses.
- And your thick little skull’s fit for grinding my axe on.
- Test your might against mine, and we’ll see how you do.
- If its fighting you want, I shall take you on now.
True to your word, fight Ove and defeat him to win both the flyt and the fight.
Mystery #4: Legendary Animal (Beast of the Hills)
The Beast of the Hills is in an underground area. You can find the cave entrance at Uriconium Ruins, just 120 meters east of the Beast of the Hills icon on the map. Defeat the giant bear and claim its head!
Mystery #5: Offering Altar (5x Brown Trout)
Offer the altar 5 small Brown Trout, which are easily caught in rivers in Ledecestrescire, Sciropescire, Lincolnscire, Eurvicscire, Glowecestrescire, and Snotinghamscire.
Mystery #6: Standing Stones (Mycel Fold)
Read the inscription on the center stone, then use Odin’s Sight to illuminate parts of the pattern that appear on the stones. Line them up by going to the pictured position at the top of the cliff overlooking the stones.
Mystery #7: World Event (The Puppeteer)
You might have seen other notes around talking about people being swindled by corpses, and now its your turn to fall victim to this scam.
Or not. Head to the house above the corpse location.
Pull the movable barricade away from the wall, and smash the breakable wall behind it. Head down the ladder and end the swindle once and for all.
Mystery #8: World Event (Bewitched)
You will hear the cries of a ‘trapped boy’ that is inside a house with two barred doors.
To get past the front door, shoot the lock through the window at the back of the house.
Inside you’ll find that the boy is inside a locked room, and the key is inside a room with another barred door.
Go back outside. In order to shoot the lock through the window, you have to climb the hill behind the house until you can get a vantage where you can see the lock above the windowsill. Shoot from the pictures position to destroy the lock.
Inside the previously barred room, find a movable barricade which you can pull out of the way to reveal the key in a small hidden area. Pick it up and go release the trapped boy.
Mystery #9: World Event (Otta, Son of Slugga)
An easy challenge against Otta Sluggason. Shoot all five targets with your bow and arrow before the time runs out. The only trick to this is not to move past the wooden barricade you start behind.
Mystery #10: World Event (Miracle)
In the immediate vicinity of the event waypoint, you will find two men who need your help. The first is the Lame Man, who you’ll find halfway down the hill. Pick him up and carry him to the top, then put him down near the spring.
The second is the Blind Man, who is quite a bit further away, west of the spring. Speak to him and then lead him back to the spring. Once both are in the area, a cinematic will play to end the event.
Mystery #11: Cairn
Stack the stones! See if you can do it with 3, bonus points for rude shapes.
Mystery #12: Fly Agaric
Like most drug trips, you’ll see a lot of weird colors in this hallucination challenge.
Lucky this is a simple one. Interact with each flame that is in a circle of stones to turn it blue. Any flame that doesn’t have a circle of stones, keep the flame red. Then go through the gate to complete the challenge.
Mystery #13: World Event (King of the Hill)
This one is just ridiculous. As you approach the hilltop, you’ll hear a warning not to approach. Which you should ignore. Challenge the man.
After defeating him easily, he will vow never to challenge anyone again. Except…
Okay now, he’s learned his lesson. Surely. Or…
Third time’s the charm. After defeating him, talk to the King of the Hill and he will yield. Finally! (If you come back later though you find him building a new arena, one hill over!)
Mystery #14: Animus Anomaly
Another weird animus anomaly to platform through. The path is straight forward at first. Climb the ledges to the top, then wait until the hazard has passed before jumping across the bars to the next platform and pull yourself up quickly.
Again, wait for the hazard to pass below your platform then jump forward to the first bar and continuously parkour to the other side, and climb up.
Keep following the ledges upward until you reach the top, where you will be faced with another laser and splitter puzzle.
First jump straight ahead and aim the reflector at the triangular splitter. Then aim the laser at the reflector which will cause the beam to split and stabilize two different unstable platforms.
Traverse across the stabilized platforms and avoid the hazards.
On the next leg of the course, jump across when the coast is clear, but don’t try to pass both hazards at the same time. There isn’t enough time to do it safely. Jump to the middle bar, wait for the second hazard to be clear, then jump across to safety.
Climb up a couple of platforms until you encounter another laser & reflector puzzle. There are two hazards here that sweep across the entire area at right angles to one another, so be sure you’re not going to get blindsided by the second hazard before you jump. First, jump straight ahead, following the horizontal hazard as it moves away from you. At the end, pull yourself up quickly before the hazard reverses direction.
Aim the first laser at the reflector diagonally across from you, then go over to the reflector and aim it at the unstable platform ahead of you to stabilize it. Climb up to the next section.
Last puzzle. Finally! Jump left to the laser, and use it to stabilize the platform between you and the second laser. Then use the second laser to stabilize the platform between you and the reflector.
Jump across to the reflector and point it at the unstable platform directly across from you. Then backtrack to the laser in the corner, and point it at the splitter. You’ll notice that the splitter will cause the laser to stabilize a platform on the left and reflect onto the unstable platform that you pointed the reflector at.
Back to the first laser, and point it at the remaining unstable platform in your path to open the way to the end. Traverse across and climb up to the last platforming sequence. Wait for the upper hazard to be moving away from you and the lower hazard to reverse direction and be moving to the right before jumping down.
Then wait for the upper hazard to reverse direction and pass over your head before climbing up.
Run around the corner and jump to the ledge on the wall opposite you. Hang from this ledge until the lower hazard passes under you, then drop down and follow the lower path.
At the end climb up to the top where you will be safe for a moment. Again wait for the hazard to pass beneath you, then jump ahead before it reverses direction.
At the end climb up, turn right and wait for the hazard to pass overhead before climbing to the top of the next platform. You’ll be safe if you hang on the edge and only pull up after it goes by.
Jump across to the next platform, then jump across to the ledge, following the platforms until you reach a tall tower with hazards moving up and down on all four sides.
The trick to getting through this area is to notice that the hazards are moving at different speeds. Follow the fast hazard directly in front of you until a slower hazard to the left or right moves past you downward, then traverse around the corner to the now safe face with the slower hazard below you unable to catch up.
Finally, jump across the beams, climb up the ledges to the top of the platform and grab the data at the end.
That’s 100% of the Mysteries you can find in Sciropescire Region of Assassin’s Creed Valhalla (ACV).