Viking Rise

Fenrir’s Judgment

Getting Around: Passes, Air Docks and Relocation

The Pass is the only route between areas, and the Passes open on a published schedule, level by level, in two waves. Air Docks jump you over all of it. Where your City can stand is a rule in its own right, and breaking it loses you your position.

Do this
  1. Read the hub timeline before you plan any push. It lists which Pass level opens and when. Your whole campaign is gated on it, and it is published from day one.
  2. Take the Pass next to where you want to build. Occupying a Pass is what unlocks setting up Tribe Flag Towers in the areas adjacent to it. No Pass, no forward ground.
  3. Build an Air Dock into your Tribe's building set. You occupy an Air Dock by laying down Tribe buildings that include one, and from then on you can launch troops over the air to any other Air Dock you control.
  4. Keep your City inside valid Tribe Territory. Inside it, your City cannot be attacked or rallied by other Tribes. Outside it, you have no such protection.
  5. Carry a Random Relocator if you intend to leave. Coming in is free. Going out costs one.

Passes: the only road

Rules → Regular Building, verbatim: “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.”

And the tooltip on a Pass itself: “The Team to which the Level 4 Pass starting area belongs can attack and occupy the Pass.” Passes are keyed to the starting area they belong to, so the Team that can open a given Pass is decided by the map, not by who arrives first.

The Pass schedule

These are the Pass nodes from the hub's own schedule timeline, as day numbers counted from Campaign Begins. Every kingdom's battlefield runs on its own calendar — three separate kingdom instances are on record with three different sets of dates for the same nodes — so the day number is the part that transfers and the date on your hub is yours alone.

WavePass levelDay
Single-direction accessLevel 44
Level 58
Level 612
Level 720
Full access throughLevel 724
Level 632
Level 834
Level 537

Two things to take from that table. First, access arrives in two waves — single-direction first, then full access later, and the gap between a level's two nodes is weeks, not days. A Pass you can enter is not a Pass you can move freely through. Second, the back half does not run in level order. Full access lands on Level 7, then 6, then 8, then 5. That ordering has now been read off three separate kingdoms' timelines, so it is the game's real sequence and not a transcription slip — plan the days rather than the numbers.

What a Pass card tells you

Tap a Pass on the world map and the card names everything that matters about it. One read in full, from a live battlefield:

FieldWhat it read
TitleLevel 6 Pass — the level is part of the name, and the map nameplate carries it too
Occupying BattalionA tribe tag. ⭐ A Pass is held by a Battalion, not by a Tribe and not by a Team
Occupation Buff“Allow Troops to travel through the Pass into another area.”
Access StatusFull access — the wave the Pass is currently in is a field on the building
ButtonsAccess · Manage · Reinforce, plus a red Contesting flag over the artwork while it is under attack
CoordinateIts own X:Y, which is how you give a Pass to your Tribe in chat

Read the Access Status before you commit a march. It is the one field that tells you whether the Pass you are looking at is a one-way door or a road, and it is printed on the building rather than left to the schedule.

Air Docks: over the top

Rules → Regular Building, 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.”

Read it carefully, because two conditions hide in one sentence:

  • You get an Air Dock by building toward it, not by marching to it. It comes with your Tribe's building footprint.
  • You can only fly between docks you control. One Air Dock is a building. Two Air Docks are a route. A Tribe with docks at both ends of its territory can cross the map while a Tribe with one dock cannot.

Air Dock dispatch is also the one piece of this season's movement that IGG patched by name, in an update notice that reads “Fixed a prompt issue with the Airdock dispatch in Fenrir's Judgment of Kingdom Mayhem Conquest Season.”

Where your City may stand

Rules → Regular Content → City Territory Description, verbatim:

“When in the Judgment Hall, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to valid Tribe Territory. When located in your own valid Tribe 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 enemy Team Tribe ownership, your City will be forcibly relocated to the starting area of your Team. (Fixed Relocator cannot be used in the Judgment Hall)”

That is four rules in one paragraph, and all four bite:

  • No wilderness camping. Open space and invalid Territory are not landing spots.
  • Your own valid Territory is safe ground. No attack, no rally, from any other Tribe.
  • A Territory flip sends you home. Not a defeat, not a shield — a forced relocation all the way back to your Team's starting corner.
  • Your Fixed Relocator does not work here. Whatever you normally use to place your City precisely, it is inert on this map.

In and out of the Judgment Hall

MoveRequirementCost
Relocate inChief Hall at Lv 24None — “does not require any items”
Relocate out—1 Random Relocator
Move to an allied TribeYour Team Fortress repaired—
Fly between your docksTwo or more Air Docks you control—

On arrival you are teleported to your own Team's starting area — every chief of both kingdoms on your Team lands in the same corner. That corner is crowded on day one and it is the single most predictable place on the map, for you and for everyone aiming at you.

For a tribe leader

  • Put the Pass days in your Tribe's announcement and update it as each node passes. Members who do not know which Passes are open waste marches discovering it.
  • Decide where your second Air Dock goes before you build the first. A single dock is a dead end.
  • Audit where members' Cities sit after every Territory change. A flip sends them to the corner, and they will not all notice.
Video (Viking Rise Chronicles), from 10:00: a Level 6 Pass on the live map with its badge, then its tap-card — Access Status “Full access”, and a red Contesting flag over the artwork.
Don't
  • Don't plan a route that does not go through a Pass. The game says the Pass is the only route. There is no way around, only through.
  • Don't read “single-direction access” as access. Full access to the same level arrives weeks later, and a one-way Pass can strand a march on the wrong side.
  • Don't bring a Fixed Relocator and expect to use it. It does not function in the Judgment Hall. Bring a Random Relocator if you plan to leave.
  • Don't park your City in Territory your Tribe cannot defend. The penalty is not damage, it is being teleported back to the starting corner.

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