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Contents

  • Essentials
    • The World of Westeros
      • Adventuring in Westeros
      • Combat Display
      • Combat
      • Options Menu
      • Achievements
      • Thrones and Bones
    • Mors Westford
      • Mors’s Story
      • Attributes
      • Classes
      • Stances
      • Skills
      • Traits
      • Warg Powers
      • Mors in Combat
    • Alester Sarwyck
      • Alester’s Story
      • Attributes
      • Classes
      • Stances
      • Skills
      • Traits
      • R’hllor Powers
      • Alester in Combat
    • Appendix Lists
      • Achievements
      • Companions
      • Equipment
      • Quests
      • Stances
      • Traits
  • Walkthrough
    • Chapter 1: For This Night, and All Nights to Come
      • Chapter 1: For This Night, and All Nights to Come - Castle Black
      • Chapter 1: For This Night, and All Nights to Come - Icemark
    • Chapter 2: For All the Days Gone By
      • Chapter 2: For All the Days Gone By - Riverspring
      • Chapter 2: For All the Days Gone By - Riverspring Godswood
      • Chapter 2: For All the Days Gone By - Riverspring Courtyard
      • Chapter 2: For All the Days Gone By - Riverspring
      • Chapter 2: For All the Days Gone By - Riverspring Castle
    • Chapter 3: Between a Hunter and His Prey
      • Chapter 3: Between a Hunter and His Prey - Icemark
      • Chapter 3: Between a Hunter and His Prey - The Gift
      • Chapter 3: Between a Hunter and His Prey - Castle Black Common Hall
    • Chapter 4: The Lion’s Will
      • Chapter 4: The Lion’s Will - King’s Landing
      • Chapter 4: The Lion’s Will - Sarwyck Manse
      • Chapter 4: The Lion’s Will - King’s Landing
      • Chapter 4: The Lion’s Will - Maegor’s Holdfast Dungeons
      • Chapter 4: The Lion’s Will - Red Keep
    • Chapter 5: Beauty and the Beast
      • Chapter 5: Beauty and the Beast - Castle Black
      • Chapter 5: Beauty and the Beast - Mole’s Town
      • Chapter 5: Beauty and the Beast - Mole’s Town Tunnels
      • Chapter 5: Beauty and the Beast - Mole’s Town
      • Chapter 5: Beauty and the Beast - Castle Black
    • Chapter 6: The Crown’s Dogs
      • Chapter 6: The Crown’s Dogs - Red Keep
      • Chapter 6: The Crown’s Dogs - King’s Landing
      • Chapter 6: The Crown’s Dogs - Hen House
      • Chapter 6: The Crown’s Dogs - Red Keep
    • Chapter 7: Stray Dog
      • Chapter 7: Stray Dog - Common Hall
      • Chapter 7: Stray Dog - Mole’s Town
      • Chapter 7: Stray Dog - Mole’s Town Tunnels
      • Chapter 7: Stray Dog - The Gift
      • Chapter 7: Stray Dog - Westford Cottage
    • Chapter 8: A New Hope
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: A New Hope - King’s Landing Sewers
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: A New Hope - City Watch Tower
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: A New Hope - King’s Landing Sewers
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: Legacy - Riverspring
      • Chapter 8: Legacy - Riverspring Castle
      • Chapter 8: Legacy - Riverspring Tunnels
      • Chapter 8: Legacy - Castlewood
    • Chapter 9: Promise
      • Chapter 9: Promise - Westford Cottage
      • Chapter 9: Promise - A Camp in the Woods
      • Chapter 9: Promise - Castlewood
      • Chapter 9: Promise - Castlewood Dungeon
    • Chapter 10: Crossroads
      • Chapter 10: Crossroads - Castlewood
      • Chapter 10: Crossroads - Castlewood Dungeon
      • Chapter 10: Crossroads - Castlewood Basement
      • Chapter 10: Crossroads - Castlewood
    • Chapter 11: Breaking Point
      • Chapter 11: Breaking Point - Riverspring
      • Chapter 11: Breaking Point - Riverspring Courtyard
      • Chapter 11: Breaking Point - Riverspring Castle
    • Chapter 12: Fight Fire with Fire
      • Chapter 12: Fight Fire with Fire - Riverspring Tunnels
      • Chapter 12: Fight Fire with Fire - Riverspring Castle
    • Chapter 13: Bound
      • Chapter 13: Bound - Riverspring
      • Chapter 13: Bound - Castlewood
      • Chapter 13: Bound - Riverspring Courtyard
    • Chapter 14: Light and Shadow
      • Chapter 14: Light and Shadow - King’s Landing
      • Chapter 14: Light and Shadow - King’s Landing Sewers
      • Chapter 14: Light and Shadow - Maegor’s Holdfast
      • Chapter 14: Light and Shadow - Red Keep
    • Chapter 15: Old Scar
      • Chapter 15: Old Scar - Westford Cottage
    • Final Chapter: Ice and Fire
      • Final Chapter: Ice and Fire - Red Keep
    • Epilogues
      • Alester’s Epilogue 1: “I will offer him to the queen in return for Riverspring.”
      • Alester’s Epilogue 2: “This child will live, in memory of Mors.”
      • Mors’s Epilogue 1: “I will care for him, for Jeyne’s sake...”
      • Mors’s Epilogue 2: “I will live and die at my post...at the Wall.”
    • Side Quests
      • The Faith of Our Ancestors
      • Their Watch Is Ending
      • Treasure Hunt
      • Silence in the Ranks
      • The Black Bloodhound
      • New Blood
      • Self-Made Girl
      • Blood on the Sand
      • Rings and Chains
      • Avenge Riverspring
      • The Maggot in the Apple
      • Safer Streets
      • Not So Wild
      • Rituals and Litanies

Game of Thrones Guide › Walkthrough › Chapter 1: For This Night, and All Nights to Come

Chapter 1: For This Night, and All Nights to Come - Icemark

Icemark

Click here for interactive maps

Find Cregan’s Patrol In The Ruins Of Icemark Before The wildlings

Objective Point A
View Map

When you reach Icemark, proceed across the icy plain. An open door to your right leads into the fort, but before you can explore much farther, a wildling charges out at you. Slow down combat and choose your abilities before the wildling reaches you. As you take the wildling on, your recruits will surround him and the battle will be over with minimum effort.

Tip

You heal back up to full health and energy after each battle. Don’t hold back and conserve abilities unless you know it’s going to be a long battle against multiple opponents.

Objective Point B
View Map

Climb the stairs inside the fort. More wildlings confront you on the landing above. This fight is more challenging, as it’s a group battle. For maximum damage, engage the closest enemy and try to match a perforating weapon against the wildlings’ medium armor. Tap into some of your special abilities to bring the first wildling down quickly while your companions deal with the second one. If you move fast enough, you can help them fell the second enemy.

Objective Point C
View Map

Head down the corridor after you slay the second set of wildlings. You’ll find Cregan in the next room; alas, the wildlings have gotten to him first. He lies mortally wounded amid slain brethren. Before his dies, he warns you to leave this place before the wildlings overwhelm your small party; however, you can’t leave if there’s a chance of disrupting the wildlings’ plans in Icemark.

Side Quest: Their Watch Is Ending

Cregan and his four men are dead. Collect the four A Ranger’s Personal Belongings items around Icemark to complete the quest and prevent the wildlings from desecrating the dead. For more details on recovering the belongings and completing the quest, see the “Side Quests” chapter.

Use Cregan’s Keys To Explore All Of Icemark

Objective Point D
View Map

Take the Icemark Keys quest item from Cregan’s dead body. You can also pick up a small flask, which you can fill with different substances at an alchemist to give you combat effects like healing and poison. Now it’s time to explore the rest of Icemark.

Caution

Save here! The next battle against the wildlings will be a challenge. It’s best to save your progress so you don’t lose it.

Objective Point E
View Map

Open the door in the room and exit into the outdoor courtyard. One of your brothers burns on the stake in the middle of a large bonfire surrounded by wildlings. As you enter the courtyard, combat begins and you can now control both Mors and the young recruit Celtigar. There are many wildlings, so fill Mors’s Action Queue with abilities before switching over to Celtigar and doing the same. If you team up on the enemy, you’ll cut them down quickly enough to slay them all before they can kill Mors.

Companion Role Call: Terrence Celtigar

Stats:

  • Strength: 6
  • Agility: 6
  • Luck: 6
  • Endurance: 4
  • Intelligence: 7

Class: Landed Knight

Stance: Defense

Abilities: Resistance, Self-Defense, Targeted Strike

Weapons of Choice: Andal Glaive (1H sword), Worn Small Wooden Shield

Description: You can control Celtigar as a member of the party in the battle with the wildlings after you find Cregan. As a Landed Knight, Celtigar uses the Defense Stance. Rely on Self-Defense as Celtigar’s go-to ability: He strikes three times, each increasing in damage. If Celtigar is attacked during the barrage, he strikes for even more damage with his final attack. Celtigar’s Targeted Strike ability can interrupt an enemy’s action, and he deals increased damage (three times as much damage against Bleeding opponents). If the wounds start piling up on him, Resistance increases Celtigar’s damage resistance by 50 percent and keeps him in the battle longer.

After the battle, take a breather and recover any spoils of war from the dead bodies. You can retrieve a Belongings quest item from the poor brother in the bonfire if you’re looking to complete the “Their Watch Is Ending” side quest.

You fight two huge wildlings next. Open the door in the courtyard and prepare for major bloodshed. As the two wildlings enter the courtyard, one of them heaves an ax that catches Ronnet Hill in the forehead. He dies instantly (there’s nothing you can do about this—it’s part of the cutscene). The three remaining party members (plus Mors’s dog) must beat the tougher wildlings. Slow combat down and use Celtigar’s Targeted Strike (and possibly an Interruption ability from Mors, if he has any) to disrupt the wildlings’ big attacks. So long as you don’t let them gang up on Mors, you can win the battle.

When the two wildlings fall to the ground, you can torture the one who is still alive for information about his leader’s plans. They plan to open the Great Door at the base of Icemark and let an army of their kindred through the Wall’s defenses. Before leaving the area, grab the wildling’s Flint Axe, which is probably an upgrade to your one-handed cutting weapons.

Tip

Mors gains the new trait Expeditious if you torture the fallen wildling for information.

Keep The Wildlings From Reopening The Great Door Of Icemark

Objective Point F
View Map

Enter the door from which the two wildlings appeared and descend the stairs. Battle the wildlings you find there to continue on your mission to prevent the wildlings from opening the Great Door. This is your main objective for the rest of your adventure in Icemark, though you’ll perform other combat-related tasks before the end.

Tip

If you’re working on the “Their Watch Is Ending” side quest, detour down the path leading out of the courtyard before you enter the door where the two wildlings appeared. Collect belongings from another dead brother.

Lead Poddy To The Lookout Position

Objective Point G
View Map

As the danger increases, the cowardly Poddy begins to panic more and more. Finally, Mors has enough of it and instructs Poddy to serve as an archer to cover them from the balcony. Dispatch the two wildlings guarding the balcony and set Poddy up for your added defense.

Tip

When Mors earns Level 2, open your Character Page and immediately spend your skills on your Skinchanger talent. Once the dog’s abilities are unlocked, you can now command it to aid you in combat.

Set Your Dog On The Archers

Objective Point H
View Map

Descend the stairs to the ground floor. Wildling guards will immediately attack as you exit the tower into the snow-covered plains in front of the Great Door. Teamed up with Celtigar, you should win over these guards without breaking much of a sweat.

Objective Point I
View Map

Continue farther out onto the plains until you trigger the wildling attack. You’ll be surrounded by wildlings, so it’s crucial that you work with Celtigar to beat down the enemy. During the fight, a small tutorial will pop up on enemy strength and armor types. Pay close attention to each enemy’s armor type in the battle; if you can match your weapons to the correct armor (i.e., cutting for light armor, perforating for medium armor, blunt for heavy armor), you will increase your damage per strike, which could prove the difference against so many enemies.

After you defeat the wildlings at the Great Door, enemy arrows will begin pelting you from above. Mors quickly realizes that something has happened to Poddy and you no longer have ranged support from above. Command the dog to attack the archers so that you can concentrate on the major battle ahead.

Battle Gorn In A Duel To The Death

Objective Point J
View Map

Even as you dispatch the initial wildlings at the Great Door, the wildling leader, Gorn, springs an ambush on you. He has you hopelessly surrounded and orders his archers to kill Celtigar. There is nothing you can do as Celtigar drops to the ground, several arrows through his chest.

In his overconfidence, Gorn challenges you to a duel to the death. You are about evenly matched with Gorn; however, if you use your Stance abilities wisely, you can prove victorious. Interrupt his big attacks if you can, and any additional damage you can do (such as Bleeding) will drop his health total faster than his blows can drop yours.

For Honor’s Sake, Take Down As Many Wildlings As You Can

Objective Point K
View Map

Unfortunately, defeating Gorn doesn’t get you out of the jam. The remaining wildlings fall on you to avenge their leader. There are simply too many of them. You decide to take down as many as you can before dying an honorable death.

Just as the end draws near and your wounds bring you to the brink of unconsciousness, a band of Night’s Watch archers arrives atop the fortress. They rain arrows down on your foes as you black out and the cold claims you.

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