Viking Rise

Season 3 · Asgard’s Trial

Getting Around Asgard

Asgard is not open ground. Zones are divided by hard boundaries, and the three ways through them — Gates, the Rainbow Bridge and the Air Docks — are all rationed in different ways. A kingdom that plans its movement beats one that only plans its fights.

Do this
  1. Have Tier 5 troops before chapter 11. The Rainbow Bridge requires them. Tier 4 cannot cross, and no amount of numbers changes that.
  2. Treat your five daily bridge passes as a budget. You get five a day. Decide each morning what they are for, and save them for the settlement chapters.
  3. Put a house next to an Air Dock. Transport compounds over 45 days and proximity is free once you have it.
  4. Count dock attempts at the destination, not the departure. One attempt is spent at the dock you arrive at. A popular destination runs dry while your home dock still shows ten.
  5. From chapter 16, use your whole team's docks. You stop being limited to your own kingdom's network. This is one of the biggest swings in the season.
  6. Agree who takes each Gate before it opens. Gates allow travel in one direction only, so the wrong tribe holding one can strand a push.

Gates — the game calls them three things

Watch for this. The same object has a different name on every screen it appears on:

Where you see itWhat it is called
The map cardLevel N Pass
The Chronicles questOccupy Connector — "Divine Realm's Gates"
Common usageGate

They run from level 5 to level 8 and open in order as the Chronicles advances. The card text reads "Allow Troops to travel through the Pass into another area" and "Single direction access" — a Gate is a one-way door, not a corridor.

GateChapterDayGarrison
Level 555about 5,000,000 Tier 7
Level 6910about 5,750,000 Tier 7
Level 71318about 6,250,000 Tier 7
Level 81521Tier 7

Two rules that come with the Gates and catch kingdoms out: after the level 6 pass opens, building in the far zone is impossible for two days; and once the Rainbow Bridge opens, farming in the middle zone stops being safe. It is a combat zone from that point — group up and attack rather than gather.

The Rainbow Bridge

  • It is neutral. The card says so outright: "Neutral building. Cannot be occupied." Nobody owns it and nobody can deny it by holding it.
  • It has an entrance and an exit, and one of each sits in every server's territory.
  • It opens at Chronicles chapter 11 — in-game, "After reaching Stage 11 in Chronicles, the Rainbow Bridge of this level will be open for passage."
  • It requires Tier 5 troops. Tier 4 cannot cross, and no amount of numbers changes it.
  • You get five crossings a day. The card reads "Passes Remaining Today 5/5".

The bridge is what turns Asgard from a set of separate kingdom pockets into one battlefield. Chapters 11 and 19 — the two settlements — are the hottest fighting of the season precisely because attacks come across the bridge hour after hour.

Air Docks

The Air Dock is the season's fast travel, and the only movement that ignores terrain entirely.

What the card saysWhat it means
Status: Same Team usableYour three allied kingdoms share it; the other three cannot
Team affiliationWhich banner currently holds it
Counter 10/10Ten transport attempts, which regenerate
Depart from Here / Go HereThe two ends of a trip

An attempt is spent at the destination dock, never the departure dock. When a dock hits zero it cannot be flown to until an attempt regenerates — you can still leave from it. That asymmetry decides where reinforcements can actually land during a fight, and it is the single most misunderstood rule on this page.

Troops in flight cannot act, cannot be attacked, and ignore terrain.

The movement timeline

DayWhat opens
5The level 5 Gate. First movement out of your starting zone
10The level 6 Gate. Building in the far zone is blocked for two days after
13The Rainbow Bridge, at Chronicles chapter 11. Tier 5 required, five passes a day. Stop farming forward of it
18The level 7 Gate
21The level 8 Gate
22Your whole team's Air Docks become available, not just your own kingdom's
Video (Viking Rise Chronicles), from 0:55: a Level 6 Gate and its card — one-way passage between zones.
Don't
  • Don't bring Tier 4 to the bridge. It will not cross, and the march is wasted for as long as it sits there.
  • Don't spend bridge passes on farming. Five a day, and the days you need all five are days 13–15 and 27–29.
  • Don't assume a dock with attempts left can receive you. The count that matters is the one at the far end.
  • Don't keep gathering in the middle zone once the bridge opens. It stops being a farm and becomes a killing ground.
  • Don't take a one-way Gate without knowing how you come back. Single direction access means exactly that.

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