Solve all Mysteries in East Anglia with this detailed guide tailored to help you complete every collectible. From cairns to legendary animals, this walkthrough provides step-by-step instructions on locating and finishing each Mystery. Enhance your Assassin’s Creed Valhalla gameplay with these helpful tips and uncover all 18 Mystery locations.
To complete the East Anglia location in Assassin’s Creed Valhalla, you can also check out the Wealth guide and the Artifacts guide.
1 – Cairn: East Cape Peak
Visit East Cape Peak, located northeast of Elmenham along the coast, to solve the Cairn Mystery. Your task is to stack the stones into a stable tower. Carefully position the stones to reach the required height and unlock this collectible.
2 – Standing Stones: Serpent’s Landing
Find the Standing Stones near Serpent’s Landing, northeast of Wulfgeard. To complete this Mystery, align the stones in the area to form the symbol depicted on the guiding stone. Adjust your perspective until the symbol comes to life.
3 – Treasure of Britain: Grime’s Graves
Head to Grime’s Graves to collect the Treasure of Britain. Enter the underground area and proceed through the parkour sections. While exploring the cursed area, continue moving forward until you reach the end, where the Mysterious Hilt Tablet awaits.
4 – Fly Agaric: Elmenham
To solve the Fly Agaric Mystery, find the mushrooms east of Elmenham. After consuming the Fly Agaric, you’ll enter a vision. Pass through the gate on the right and complete the parkour sequence. At the top, select the gate adorned with shields, followed by the one with blue flowers, to complete the challenge.
5 – Green Children of Anglia: World Event
This World Event is located east of Elmenham. Approach two boys who appear to be stealing money from an Offering Altar. Sit with them, listen to their story, and give them something to resolve the situation.
6 – Offering Altar
To complete the Offering Altar Mystery, offer 200 Silver at the specified location. Once done, follow the green paint tracks to trigger another World Event tied to this altar.
Between Northwic and Britannia’s Watch, engage in a game of hide-and-seek with local kids by talking to them. Find the hidden children within the village to complete this charming World Event. I hid in the bushes at the center of the village and did fine.
10 – Edmund’s Arrows: World Event
Inside Northwic’s longhouse, remove the arrows from the throne to start this Mystery. Speak with a woman who approaches you afterward to conclude the event.
11 – Freja’s Friend: World Event
Begin this World Event by interacting with a white cat in Northwic. Talk to the boy nearby, then chase and catch the cat. Completing this event rewards you with a new shipmate, Nali the Cat.
12 – Flyting: Chadwick
Challenge Chadwick the Monger of Gossip in a Flyting match within Northwic. Outwit him with your sharp poetic skills to complete this entertaining activity.
13 – Father’s Horse: World Event
Another Northwic World Event involves helping a girl summon her father’s horse. Cross the river, find the horse, and ride away with it to successfully finish the event.
14 – Thor the Fishmonger: Lost Drengr
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Northeast of Northwic, fight Thor the Fishmonger, a Lost Drengr. Defeating him in battle completes this challenging event.
15 – A Blood Hymn for Edmund: World Event
Visit Edmund’s Hope to uncover this World Event. A nun praying in the church challenges you to combat. Win the fight to finish this Mystery.
16 – Animus Anomaly
Investigate the Animus Anomaly located at Needham Lake to activate a platforming challenge. Solve the puzzle to unlock this unique collectible.
17 – Legendary Animal: Black Shuck
Northeast of Sutton Hoo resides the Black Shuck, a ferocious Legendary Animal. Defeat this tough opponent to earn an exclusive trophy and complete the Mystery.
18 – Life Blood: World Event
To tackle this World Event, visit the house southwest of Dunwic. Speak with the woman outside, then scan the area to follow blood stains leading down to the fields. Find and revive the Seer, then decide whether to take them back to the house or leave them at the Blood Stone to finish the event.
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