Welcome to guides4gamers.com

Puppets and Prisoners, Assassin's Creed Valhalla Quest

Walkthrough for the quest Puppets and Prisoners in the game Assassin's Creed Valhalla. This page covers all main objectives, key steps, or helpful tips to guide you through the quest smoothly. Whenever possible, the guide points out locations for key items and details interactions with NPCs, among other tips. To ensure maximum clarity, in-game screenshots are included for easy-to-follow visual guidance.

Quest Group: Cent / The Instrument of the Ancients

Prerequisites: To play this quest, you must first complete the quest The Abbot's Gambit.

This quest will start automatically when you get the document from which you will find out who will be the next ealdorman of Cent, that is after completing "The Abbot's Gambit" quest.

Deal with the new ealdorman.

Related points of interest

Icon of Location Folcanstan England
Icon of Location Beamasfield England
Icon of Location Dane Camp England

Quest stages of Puppets and Prisoners

1. Report to Cynebert

Go to Folcanstan and talk to Cynebert and Basim, whom you will find at the docks. To convince the future ealdorman to cooperate with the abbot, you will decide to implement a plan in which you and Basim will kidnap him so that the abbot can then set him free.

Report to Cynebert

2. Follow Basim

Follow Basim to the village of Beamasfield because according to his information, this is where Tedmund should be present.

Follow Basim

3. Find and kidnap Tedmund

Try to locate Tedmund. You will probably find him near the center of the lumbermill, accompanied by two guards.

Find and kidnap Tedmund

Then he should walk further north. When you get close to him and Tedmund finds out you are nearby, he will start running away.

Find and kidnap Tedmund

Chase him and try to hit him, then you will be able to tie him up.

Find and kidnap Tedmund

4. Carry Tedmund

Transport Tedmund to the place north of the sawmill.

Carry Tedmund

After a while, as you arranged, Cynebert will appear to free him.

Carry Tedmund

However, it will turn out that he is only a double of Tedmund. Luckily, he will be eager to cooperate and give you some information. You will learn from him about the Danes who have a camp nearby. You will decide to help them and thus gain allies needed during the attack on Rouecistre, because this is the only option you have left. You will be able to decide what to do with the fake Tedmund, who was once a monk.

Carry Tedmund

5. Follow Shergar / (Optional) Reach the Dane camp / Clear the camp

Depending on what you decided to do with the Shergar, this task will bit different, but its aim will be the same - to get rid of the soldiers from the Danes' camp. Even when Shergar goes with you, you will still be able, if you want to, kill the soldiers.

Follow Shergar / (Optional) Reach the Dane camp / Clear the camp

6. Talk to the Danes

Set prisoners free and talk to them. They will agree to help you in the attack on Rouecistre.

Talk to the Danes

You will settle a plan of action and this quest will end up with a honest conversation with Basim by the fire.

Talk to the Danes

After completing this quest, you will be able to play the quest The Man Behind the Man.