This is Part 5 of The Journey . Finish Inside the Mountain first.
This chapter covers The Magic Chisel, Behind the Lock, and The Sickness.
The Magic Chisel
Sindri, the hammer, and the chisel. Thamur’s corpse is the set piece. Boss fights here are Journey, not Favours.
- Follow the yellow path onto the giant’s body. Scale puzzles and combat packs share the space — clear what blocks the climb, loot what sits on the route.
- Shop with Sindri when the story puts him in reach. Chisel-related fights punish soft armour more than River Pass did.
- Finish the Journey objective that grants the chisel. Leaving for a Valkyrie or Niflheim run here is how people soft-lock their own story pace.
Behind the Lock
Use what you just cut. The mountain’s sealed door is the point of the last chapter.
- Return to the peak with the tool you lacked. Do not invent a new lakeside project instead.
- Optional chests that needed a different angle often open on this revisit. Grab them if they sit on the climb; do not reverse the whole Lake of Nine for one coffin.
The Sickness
Atreus gets sick. The story stops being a travelogue. Helheim becomes necessary.
Play this when it appears. Exploring Muspelheim will not fix it. Favours will not fix it. The next yellow path is the cure path — follow it into Escape from Helheim territory after the Black Rune setup.
What to do next
Next written chapter: Helheim . Hub: God of War (2018) .
