Part 1: Return to Nebokhod Sindri


The path to the mountain is temporarily closed, so you will have to find a detour outside Midgard. Head with your ally to Sindri’s Skyward Sky — after repairing the device, there will be no need to return on foot through the Foothills to Sindri’s shop.

Go through the door leading to the cave and temple. Along the way, you will discover that your ally can overcome chasms and neutralize Pillars of Corruption — perhaps this ability will soon be yours as well.

Part 2: Bridge alignment


When you exit the tower, you will learn something important about the world around you — including the names of those blue dead creatures. Your ally will ask you to go down the stairs on the left to the pier, then turn right.


The restoration of the Temple of Tyra rests entirely on your shoulders. Find the broken elongated axle behind the new bridge and return it to its place. After that, you will be able to push the axle, turning the entire island temple along with the bridge. Continue moving until the bridge turns east, and then return upstairs.

The entrance to the temple is now open (Brock is apparently resting and will not object). Inside, a new bridge will stretch to the central part. Atreus’ bow will soon gain the same ability to create bridges — but only after receiving the Light of Alvheim in the next world.
Part 3: Journey to Alvheim

Behind the next door is the Hall of Interworld Travel. Follow your ally to the central platform—the one surrounded by the roots of the World Tree in the dark hall. Go around behind it and examine the pedestal.


The platform transforms into a map of the Nine Realms, showing the temple and the world to which the bridge leads. Initially, the arrow points to Vanaheim, but Odin has closed access to it. Turn the wheel and select Alfheim. You will then receive the Rune of Movement, which is necessary to enter this world. Confirm your choice — Bifrost will activate and send the blue crystal to the new world.

Outwardly, it may seem that nothing has changed—but this is a deceptive impression: different worlds are both similar and completely dissimilar to each other.
Part 4: Arrival in Alvheim

Once you leave the temple, the differences become apparent. In the distance, you can see the Light of Alvheim—but it is clearly fading, which does not bode well. Before your ally leaves you, a warning will sound: Bifrost is depleted and must be replenished with this very Light. The second warning will be cut off mid-sentence. You are on your own now — be careful.
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