AC Valhalla Order Members: Why Tracking Them Down Is Such A Headache

AC Valhalla Order Members: Why Tracking Them Down Is Such A Headache

Let's be real. Hunting AC Valhalla order members feels like a full-time job you didn't actually apply for. You’re riding through the English countryside, minding your own business, and suddenly you realize that the nice merchant you just bought leather from might actually be a high-ranking cultist plotting to overthrow the kingdom. It’s a lot. Ubisoft didn’t just make a "kill list" for Eivor; they built a sprawling, messy, 45-person hierarchy that requires you to play detective, assassin, and diplomat all at once.

Most players think they can just stumble through the main story and wipe out the Order of the Ancients by accident. You can't. Well, you can get some of them that way, but if you want that shiny Thor’s Hammer or the satisfaction of seeing the "Order" tab fully greyed out, you have to put in the work. It’s basically a massive game of Guess Who, but with more axes and fewer friendly faces.


The Hierarchy of the Order of the Ancients

The Order isn't just a random pile of bad guys. It’s structured like a corporate ladder from hell. You have the Zealots, who are the field agents, the Warden of War, the Warden of Wealth, and several other branches that lead up to the Grand Maegester.

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Finding them is the hard part. Some are locked behind specific story beats in the Alliance Map quests. Others? You have to find a cryptic note under a bridge or beat a random guy at a game of Orlog just to get a name. It’s tedious but honestly kind of brilliant because it forces you to actually look at the world of 9th-century England instead of just following a golden waypoint.

Why the Zealots are a Different Beast

Zealots are the ones patrolling the roads. They’re usually way over-leveled when you first meet them. If you see a white icon on the map moving toward you, and you’re only Power Level 20, just run. Seriously. They don't have "clues" in the traditional sense; they just exist in the world. If you kill them, you get clues for the higher-ups. If you don't, they'll hunt you.

There’s a specific choice early in the game—whether to kill or spare Leofrith—that determines if these guys actively hunt you for the rest of the game. If you kill him, your life becomes a constant state of looking over your shoulder. If you spare him, they leave you alone unless you engage first. It’s one of the few choices in Valhalla that actually changes the "vibe" of your exploration.


Tracking Down the Wardens

The Wardens represent different sectors of society. You have the Wardens of Law, Wealth, War, and Faith. Each branch usually culminates in a "Maegester."

Take the Warden of Wealth, for example. To find "The Lyre," you can't just go to a specific spot. You have to kill "The Billhook" first. Then you have to find a clue at a specific farm in Grantebridgescire. It’s a breadcrumb trail. It’s not just about combat; it’s about reading the environment. The game expects you to remember that one ruined tower you saw three hours ago because that’s exactly where the next clue is hidden.

The Problem with "The Father"

Without spoiling the exact identity for the three people who haven't finished the game yet, the Grand Maegester—known as The Father—is the ultimate target. You cannot find him until every other member of the AC Valhalla order members list is dead. That includes all 15 Zealots and all 29 inner-circle members.

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It’s a massive time sink.

Hytham, the Hidden One at your settlement, is your primary point of contact here. Every time you bring him a handful of medallions, he gives you a little more lore and maybe a new ability. But the final reveal? It’s arguably the most controversial part of the game. Some people love the historical irony of it; others feel like it’s a bit of a letdown after 80 hours of stabbing people in haystacks.


Hidden Clues and Where to Find Them

Sometimes the game gets really specific. You'll be looking for a clue "at the fish market in Ledecestre." You go there, and there are ten different stalls. You have to use Odin’s Sight to find a glowing white highlight on a tiny piece of parchment.

  • Clues from Mini-Games: Some clues are held by NPCs you have to beat at drinking or Orlog.
  • Clues in Fortresses: Often, a clue is sitting in a heavily guarded "Distrust Area."
  • Clues from Kills: Most often, killing a lower-ranked member reveals the identity of the person above them.

It's a system that rewards completionists. If you're the type of person who likes to clear every "wealth" and "mystery" icon on the map, you'll naturally find most of the AC Valhalla order members. If you’re a "main quest only" type of player, you’re going to hit a wall very fast.


Combat Strategies for High-Level Members

Once you find them, you still have to kill them. Most of the inner-circle members are "civilian" targets. They aren't fighters. You find them in a marketplace or a church, and you can just walk up and use the Hidden Blade. Done.

But the Maegesters and Zealots? They’re basically boss fights.

Goneril, Regan, and Cordelia aren't technically Order members—they're the Daughters of Lerion—but they feel similar. For the actual Order members who fight back, like The Keel or The Vice, you need a solid build. Spears are generally considered "broken" in Valhalla because of their reach. Dual-wielding spears (if you have the Heavy Dual Wield skill) makes most Order fights a joke.

If you prefer a more traditional "Assassin" feel, smoke bombs are your best friend. Throw a bomb, disappear, and get that high-damage assassination prompt. It feels much more like the old-school AC games and saves you from a ten-minute slog of parrying and dodging.


The Reward: Is it worth it?

The main reason people obsess over the AC Valhalla order members isn't just for the achievement. It’s for the gear. To get the full Thor’s Armor set, you have to kill the three Daughters of Lerion, then use their daggers to unlock a secret vault. But to get the final piece—the cape—you have to kill every single member of the Order and return the medallions to Hytham.

Only then can you go to Norway and pick up Mjolnir.

Is the hammer good? Yes. Is it "I just spent 120 hours hunting cultists" good? That depends on how much you like lightning effects. Personally, the lore bits you find in the "Study" tab of the Order menu are almost more interesting than the gear. They bridge the gap between Assassin’s Creed Origins, Odyssey, and the eventual rise of the Templars. You see the transition from the "Ancient" philosophy to something more structured and, frankly, more dangerous.


If you’re stuck with one or two members left and no clues, check the coastline. Often, members like "The Seal" or "The Vellum" are hanging out in random coastal camps or small villages that the main story never takes you to. England is huge. It’s easy to miss a small cluster of houses in Aelfwood or a specific ruin in the Glowecestrescire forests.

Also, check your inventory. Sometimes you’ve picked up a clue and haven't actually "read" it in the menu. The game won't mark the member on your map until you physically open the Order menu and click on their portrait to "Track" them. It’s a small step that a lot of people forget, leading to hours of aimless wandering.

Actionable Steps for Completion

  1. Kill the Zealots early: Don't wait until the end of the game. If you're near their power level, take them out so you don't have to backtrack across the entire map later.
  2. Focus on the "Warden" branches: Pick one branch (like the Warden of Law) and follow their clues to the end. It’s much more satisfying than killing random members sporadically.
  3. Upgrade the Hidden One's Bureau: This should be one of the first things you build in Ravensthorpe. Without it, you can't even start the hunt.
  4. Use Odin's Sight in markets: If a clue says a member is "wandering the market," don't look for a name tag. Look for the red highlight that appears when you pulse your vision.
  5. Finish the Hamtunscire arc: You cannot finish the Order questline until the main story of England is "complete." If you're missing the final clue for The Father, you likely just need to finish the final alliance on the map.

Hunting the Order is the "true" ending of Eivor’s journey. It’s the thread that ties the Viking invasion to the larger conflict of the franchise. It’s a grind, sure, but seeing that final medallion handed over to Hytham is one of the most earned moments in the entire RPG trilogy. If you’re going to do it, do it right—read the notes, follow the trails, and don't forget to keep your rations full. You're going to need them.