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Where are the paintings?
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I thought we wanted the same thing. This memory has been marked as incomplete. Please update the page to include the missing dialogue transcription(s) or choice(s), and then remove this template once done.
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Will O' the Wisp was a virtual representation of one of Eivor Varinsdottir's genetic memories, relived by Layla Hassan through the Portable Animus HR-8.5.
Eivor heard some voices coming from a bonfire.
Eivor entered a swamp with dense fog.
- Mysterious Voice 1: Traveler! You have strayed onto cursed ground. Your life is in peril.
- Eivor: Who's there?
- Mysterious Voice 2: We are the wisps of the swamp. Leave all you have as tribute, or you will never see the sun again!
- Eivor: Spirits? We will see about that.
Eivor noticed a series of bonfires and followed the trail.
- Anglo-Saxon Man 2: Give up your treasures and we will release you from the fog!
She kept on following the smoke-producing fires. The men behind the ruse began to grow nervous.
- Anglo-Saxon Man 1: Not that way! Go back or be lost forever!
Eivor reached the end of the trail in the ruins of an old stone building.
- Anglo-Saxon Man 3: They've found us, lads. No sudden moves, all right?
Eivor spoke to the leader.
- Eivor: Here are the mysterious wisps. So you and your fellows like to scare travelers into giving up their valuables?
- Anglo-Saxon Man 3: That's right! We're peaceful like that. Wouldn't hurt a fly, me!
- Eivor: You tried to rob me!
- Anglo-Saxon Man 3: A sorry necessity. We three were left homeless after your country folk, er, burned our village to ashes. Now we do what we must to keep body and soul together. Here, you figured out our trick. Can you help us?
- Eivor: Help you?
- Anglo-Saxon Man 3: Just a few pointers! How can we improve? Be more effective ghosts, so to speak?
- Eivor: I'll make you into real ghosts, you thieving scum!
- Anglo-Saxon Man 3: We'll see about that! Hoof it, lads!
The men scattered.
- Anglo-Saxon Man 1: Don't chase me! Alden's got the most silver!
- Anglo-Saxon Man 3: Edgar, you craven coward!
Eivor chased down the third man, Alden, and confiscated his stolen goods.
- Eivor: Why don't you hang up some bone dolls from the branches? A man would be scared witless coming upon that in the fog.
- Anglo-Saxon Man 3: That's a fine idea! We'll do it! Here, you deserve a few coins for your help, at least. Thanks, traveler!
He gave Eivor some silver and turned to the other men.
- Anglo-Saxon Man 3: So, who knows how to make a bone doll?
- Anglo-Saxon Man 1: Can't we use twigs or something? Bones make my skin crawl.
- Anglo-Saxon Man 2: That's the idea, idiot.
- Eivor: Your petty schemes do not interest me. Be thankful I leave you with your lives.
- Anglo-Saxon Man 3: O, we most certainly are that. The Three Wisps salute you, and bid you safe journey from our swamp.
Eivor left the men. Optionally, she pickpocketed the ringleader as a way of confiscating their stolen goods.
- Anglo-Saxon Man 1: I miss the days of selling whelks down by the shore. The smell of the sea. Not like this rancid old swamp.
- Anglo-Saxon Man 3: Chin up, Edgar! You're a wisp now! The ghost with the most! Flaunt the haunt!
- Anglo-Saxon Man 2: Are you ever unhappy, Alden?
Eivor found the source of the voices in the swamp. She either gave them a tip, ran them off, or left them to their scheme (and possibly confiscated their silver in the process).
In the Fight outcome, the men do not turn hostile and simply run off scared. Killing them is treated as killing innocent civilians and will potentially cause desynchronization, although the silver can be claimed by catching up to Alden and holding the proper button to 'Steal' from him.
Giving the charlatans advice results in a small tip of 40 silver, but players can claim 100 by choosing to run them off or leave them, which allows Alden to be pickpocketed. Reloading a save after the memory completes but before pickpocketing the silver causes it to unload from Alden's pockets, preventing players from being able to obtain it.
Assassin's Creed: Valhalla memories
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