Viking Rise

Baldr’s Redemption

Getting Around

Three things move troops on this map and each has a catch. Passes are the only routes between areas and they open in stages. Air Docks fly troops between Air Docks you already hold. Rainbow Bridges cost Gems, go one way, and bar anything below fifth tier.

Do this
  1. Read the Pass dates off the hub timeline and plan to them. A Pass opening is the single biggest change to where your Team can go.
  2. Take a Pass and then build through it. Occupying one lets you set up Flag Towers in adjacent areas — that is how territory crosses the map.
  3. Claim an Air Dock inside your Tribe's buildings early. You need one before the network does anything for you, and you need two before it does anything useful.
  4. Keep fifth-tier and above troops available if you intend to use the Rainbow Bridges at all.
  5. Stay on valid Tribe or Battalion territory. Off it you can be attacked; on it you cannot.

Passes

The Regular Building entry titled Divine Realm's Gate calls it “The Pass”:

“The Pass is the only route to other areas. After defeating the Defenders and occupying the Pass, you can set up Tribe Flag Towers in adjacent areas.”

⭐ “The only route” is doing a lot of work in that sentence. It means the map is not open ground — it is a set of areas joined by chokepoints, and a Team that does not hold a Pass is not slowed down, it is stopped. It also explains why the Air Docks and the Bridges exist at all: they are the only two ways of putting troops somewhere without walking them through a Pass.

Passes open in stages, by level

The hub timeline labels Pass nodes by level and by how much access they grant, in exactly this form:

  • Lv 5 Pass: single direction access
  • Lv 6 Pass: single direction access
  • Lv 7 Pass: single direction access

⛔ “Single direction access” is not full access, and this is the detail that catches Teams out. A one-way Pass lets traffic through in one direction only — so a push through it is a push you may not be able to walk back. Players report Passes later reaching a full-access state, and the higher levels opening progressively through the season.

⚠️ Players talk about a “Level 8 Pass” opening late in the season as a major event, and about Level 6 gates opening several new zones at once. Those are player descriptions of their own runs; the levels and the staged access are the game's own wording from the timeline.

Video (GAUTH 717), from the start: a Pass gate opening, with troops already queued at it.

Air Docks

Verbatim: “After laying down Tribe buildings and including an Air Dock among them, you can occupy the corresponding Air Dock. Through the Air Dock, you can launch troops quickly over the air to other Air Docks under your control.”

⭐ Two conditions in one sentence, and both are easy to miss.

  1. An Air Dock has to be inside your Tribe's buildings before you can occupy it. So air mobility is downstream of territory, like everything else on this map.
  2. You fly between Air Docks under your control. One Air Dock is a destination with nowhere to come from. ⭐ The network only exists from your second one onward, and its value grows with every one after that.

⚠️ A community source adds that troops are invulnerable while in flight. That is one unverified account and this page does not rely on it — but if true it makes the Air Docks the safe way to reinforce across a contested map, which is worth testing yourself rather than assuming.

⚠️ The game spells this one two ways. The building list's entry title is Air Dock, two words; official patch notes have used both Airdock and Air Dock; and players write Airdocks. The entry title is what this guide follows.

Rainbow Bridges

Verbatim: “A number of Gems must be offered to pass through the Rainbow Bridge. The Rainbow Bridge is a single direction access building, and be used without being adjacent to the Tribe Territory. Only Troops 5th tier and above can pass through Rainbow Bridge.”

ConditionWhat it means for you
GemsIt costs Gems to cross, not resources. So it is a deliberate choice, not a route you take by habit
Single directionOne way. Whatever goes over does not come back the same way
No adjacency needed⭐ The interesting one. Unlike everything else here, a Rainbow Bridge works without your territory touching it — so it is the one move that does not require you to have built your way there first
5th tier and above onlyYour lower-tier troops simply cannot use it. A mixed march does not get a partial crossing

⭐ Put those four together and the Rainbow Bridge is a strike tool, not a logistics route. It is paid for in Gems, it is one-way, it needs no territory, and it only carries your good troops. That is the profile of a surprise attack into ground you have not built toward — and of a move you cannot retreat from.

⚠️ “and be used without being adjacent” is the game's own wording, reproduced as drawn.

Relocating, and where your city may sit

Rules → City Territory Description, the rules that govern your own position:

  • “you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to a valid Tribe Territory.”
  • “When situated in your own valid Tribe Territory or Battalion Territory, your City will be protected and cannot be attacked or Rallied against by other Tribes.”
  • ⛔ “If the ownership of the Territory where your City is located changes to the enemy Team Tribe, your City will be forcibly relocated to the starting area of your Kingdom.”
  • “(Fixed Relocators cannot be used in Valhalla).”
  • “you cannot relocate to a Territory of another Kingdom within the same Team. However, you can relocate to a Territory of a Tribe within the same Battalion, where your City will be protected…”

⭐ The one that reshapes how you think about allies: you may not move onto a friendly kingdom's ground, but you may move onto a friendly Battalion's. Your Battalion is more useful to you than your Team is, for movement. And once your Kingdom Fortress is repaired, any Tribe's territory in your own kingdom opens up too — see fortresses and ground.

⛔ Losing your position without losing a fight

The forced-relocation rule is the one to internalize. If the ground under your city flips to an enemy Team's Tribe, you are sent back to your kingdom's starting area — no battle, no warning in the rule, and it happens exactly when things are already going badly, because that is when ground flips.

What follows from it: watch the territory you are standing in, not just your own city. A forward position in ground your Tribe cannot hold is not a brave position, it is a position you will be moved out of at the worst moment, losing all your march distance at once.

What is not known

  • How many Passes, Air Docks or Rainbow Bridges exist. No count is drawn anywhere.
  • What a Rainbow Bridge crossing costs in Gems. “A number of Gems” is all the rule says.
  • What the stages of Pass access are called beyond “single direction access”, or how long each lasts.
  • Whether troops really are invulnerable in flight. One unverified community claim.
  • Where any of this is on the map. No screen puts a Pass, an Air Dock or a Bridge on a position.
Video (GAUTH 717), from 8:20: a walk over the contested ground, with marching columns crossing it.
Don't
  • Don't read a Pass node as an open road. single direction access means one way.
  • Don't push through a one-way Pass with an army you need back.
  • Don't expect one Air Dock to do anything. You fly between Air Docks you control, so the network starts at two.
  • Don't send a mixed march at a Rainbow Bridge. Fifth tier and above only.
  • Don't carry a Fixed Relocator as your plan. It does not work inside Valhalla.
  • Don't sit on ground your Tribe cannot hold. If it flips, the game moves you home.

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