Clearing the village map automatically in Viking Rise
This is the action that gets an account to the Odin Statue — and the statue is what opens the Mystic Realm, which is what eventually lets the account send resources to tribemates.
This guide assumes you've completed Viking Rise bot setup.
It is safe to leave the setting alone. The only thing to change is how many marches it may use, and the default of two is right for almost everybody.
Why this action matters more than it looks
The three fit together in a chain:
- Clear Villages unlocks the Odin Statue.
- The statue opens the Mystic Realm.
- Clearing Floor 5 of the realm is what lets the account supply resources.
So until this action finishes, Mystic Realm does nothing on that account, and Resource Transfer does nothing either — no matter how high the Tribe Hall is. If you've ever wondered why a perfectly developed farm refuses to send anything, this is usually why.
What one pass does
A pass looks at the map, picks the single most useful thing it can do right now, does it, checks the game's own record of what's finished, and looks again. In order of preference:
- Claim a sentry tower it has already beaten. Free, and it opens the next region, so it always goes first.
- Collect clues and open chests. The twelve clues are what make the sacrificial stones available, and two of them are sitting inside chests.
- Open a sacrificial stone. The four stones are the statue's own requirement.
- Take the next step at the Odin Statue — opening the road to it, summoning its boss back for the second round, and finally unlocking it.
- Go into the Mystic Realm, once. The realm opens off this map part way through, and the first time you enter, the game asks you to confirm a squad. It has already picked one, so there is nothing to choose — but until somebody says yes, the realm cannot be entered at all and the Mystic Realm action has nothing to work with. The bot does this once per account and comes straight back out.
- Wake up the taming area. On some accounts it sits there with no guard on it — nothing to attack, so nothing to do with it. One request puts the guard on the map, which is what tapping it yourself would do, and then it is taken like any other fight.
- Attack something. Forts and sentry tower guards first because they unblock regions, then villages and the taming area, then plain monsters.
- Purify the stones it has opened, last — with one exception. Once the statue is ready and an unpurified stone is the only thing in the way, purifying jumps ahead of the fighting.
Nothing here is read off the screen and nothing is tapped. It does not matter where the account was when the pass started.
Bridges and docks
Not every crossing between regions is a fight. Some are repairs — a bridge to build, a dragon boat dock to fix — and the bot does both. A repair is one request that opens a whole region, so it is ranked above the fighting and taken as soon as it becomes possible.
A crossing can also be waiting on a fight first: the dock still guarded, or the bridge's monster still standing. When that is the case the bot says so and carries on with the rest of the map rather than sitting there.
It takes many passes, and that is normal
Nearly every objective is a real fight. Marches walk out, fight, and walk back, which is minutes each, and the map holds well over a hundred points. A pass that ends with the map unfinished has not failed — it has run out of things it could reach in the time it had.
What makes that fine is that the game remembers all of it. A cleared point stays cleared, a scouted tower stays scouted, a purified stone stays purified. The next pass picks up exactly where the last one stopped and repeats nothing.
Settings
Marches to use — a ceiling on how many marches the action holds at once, not a target. The default is 2.
Two is deliberate: two marches sent at the same target kill faster than one march on its own, which is the whole reason it uses a pair rather than a queue. Both marches always go at the same target — the action will not spread them over several fights.
Your account has four march slots in total and shares them with Gathering, the Staging Post and everything else that sends troops. Give this action all four and the rest of the list has none to work with. Anything above four is treated as four.
A pass always sends its marches home before it finishes, so it never leaves troops parked on the map.
Order matters
Put Clear Villages immediately before Mystic Realm, and Mystic Realm before Resource Transfer. On the cycle where the statue finally falls, the Mystic Realm pass right after it can start using the realm the same cycle instead of waiting for the next one.
If you would rather one account didn't work the map for a long stretch, give the action a schedule rather than looking for a time limit — that spreads the work out instead of cutting a pass off part way.
Troubleshooting
It says there is nothing it can do. Every target it can currently reach is gated behind something else — usually a region that is still shut. The next thing it needs is often a fight it is not strong enough for yet. Train troops and come back.
It keeps losing the same fight. After three failed attempts at one target the account is left alone rather than feeding it more marches. Stronger heroes or more troops are what move this on, not more passes.
The game restarted in the middle of a pass. That is expected after the sacrificial stones are purified — the game plays an animation that cannot be skipped, and the only way past it is a relaunch. The activity log reports it as an ordinary step rather than a problem.
It finished and now does nothing. That is the point. Once the statue is unlocked the action is a clean no-op on that account forever, and the Mystic Realm is now open.
The action shows a padlock. It is not available on a trial — see licence and activation.