This is Part 4 of The Journey . Finish The Lake of Nine and Alfheim first. The Light should already be handled.
This chapter covers Inside the Mountain and A New Destination.
Inside the Mountain
The peak Faye named is still the goal. The mountain is a dungeon with climb sections, carts, and a dragon problem — not a place to abandon for a random Favour.
- Atreus’s bow and your axe levers are the puzzles. Shatter crystals, freeze gears, and call the boy onto nests before you assume a path is soft-locked.
- Do not leave mid-climb to boat a Lake of Nine Favour. The game expects you to finish this dungeon stretch as one Journey beat.
- Upgrade at shops when the path naturally returns you to open air. Axe runic attacks help more than hoarding hacksilver for a Valkyrie you cannot reach yet.
If a chest sits behind a gate that needs a tool you do not have, leave it. Later Journey gear reopens half of Midgard’s “impossible” doors.
A New Destination
The summit is the wrong kind of locked. The Journey turns toward a chisel. That is not optional flavour; it is the next yellow path.
- Watch the story beat that explains why the mountain fails. The Magic Chisel chapters only make sense if you know what you lacked.
- When the marker moves off the peak, follow it. Re-clearing Alfheim coffins will not open the door.
- Prep for Thamur-scale fights: armour, axe pommel, and Atreus’s shock arrows if you have them.
What to do next
Next written chapter: The Magic Chisel and the Sickness . Hub: God of War (2018) .
