To clear Viking Stages 1 through 20 in Evony, eliminate all active threats and stabilize the terrain before releasing your hero toward the treasure chest. Moving the character into an uncleared area results in instant defeat. Every stage requires pulling or sliding pins in a specific sequence so that gravity, fluids, and kinetic traps destroy enemies and bridge gaps safely.
Core Puzzle Rules and Interactive Elements
Each Viking puzzle level isolates the character behind barrier pins while traps sit above or beside hostile mobs. Complete every puzzle by handling external threats first and opening the exit route second.
The puzzle interface relies on four primary components:
- Slide and Barrier Pins: Gold pins holding back fluids, objects, or units. Some withdraw completely, while others slide along fixed tracks to redirect items.
- Fluids (Water and Lava): Lava kills enemies and the hero on contact. Water flows along the same paths and solidifies molten lava into walkable stone blocks upon contact.
- Kinetic Objects: Boulders, spiked balls, and explosive barrels roll downward when unpinned, crushing or detonating against whatever sits beneath them.
- Hostile Units: Viking enemies and beasts target your character on sight if an open path forms between them.
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Stages 1–5: Gravity Drops and Enemy Separation
The opening stages establish pin priorities and falling-object physics. The main mistake in these levels is pulling the hero's barrier pin before removing overhead threats.
| Stage Range | Primary Hazard | Core Objective | Solution Priority |
|---|---|---|---|
| Stages 1–2 | Drop pins and floor gaps | Guide hero directly to chest | Pull barrier pin only when the walking path is level |
| Stage 3 | Overhead boulder and grounded enemy | Eliminate enemy before moving | Pull upper pin to drop boulder; remove divider pin second |
| Stage 4 | Dual chambers with beast | Isolate hero from creature | Drop beast into lower pit before opening hero chamber |
| Stage 5 | Shifting floor platforms | Form stable footing | Slide lower support pin into place before releasing hero |
In Stage 3 and Stage 4, never release the hero to run past an active enemy. Always pull the upper retaining pin first to drop the rolling boulder directly onto the hostile unit. Once the enemy is crushed, pull the remaining horizontal divider pin to create an unobstructed path to the chest.
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Stages 6–10: Fluid Mechanics and Quenching Lava
Stages 6 through 10 require weaponizing lava against enemies before converting the remaining fluid into solid stone bridges.
Follow this sequence whenever handling fluid chambers:
- Check reservoir height: Identify which fluid pool sits at the highest elevation.
- Weaponize lava: If an enemy sits beneath a lava basin, drop the molten liquid onto the enemy first instead of quenching it immediately.
- Pour water into lava: Direct water into the remaining lava pool to solidify it into inert stone blocks. Reversing this flow risks spilling lava into the hero's compartment.
- Wait for full settling: Confirm that all liquid has transformed into stone blocks before pulling the hero's release pin.
In Stage 8, releasing water into a narrow chute while lava is still draining will create a stone plug inside the bottleneck. This traps liquid lava directly above the exit route and forces a restart. Allow the lava to finish draining into the lower basin before releasing the water.
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Stages 11–15: Multi-Room Cascades and Explosives
Mid-tier stages introduce chain reactions across adjacent rooms along with explosive barrels that defeat armored Viking warriors.
- Evaluate ramp angles: In Stages 12 and 14, standard boulders cannot eliminate armored enemies. Unpin explosive barrels positioned on sloped tracks so they roll across connected rooms and detonate against the targets.
- Time patrolling targets: When enemies move back and forth along lower floors, time pin releases to strike when the target reaches the center or turnaround point of its patrol path. Dropping a hazard too early lands it behind the enemy, leaving the walking route blocked.
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Stages 16–20: Advanced Routing and Drainage
The final stages combine sliding partitions, explosive devices, and mixed fluids into multi-tiered labyrinths. Solve Stages 18 through 20 by breaking each level into three distinct phases:
- Hazard Elimination: Route explosive barrels or molten lava into hostile chambers without altering the pins surrounding the hero's starting room.
- Terrain Stabilization: Combine remaining water and lava pools to build a bridge across bottomless drops or spike pits.
- Extraction: Pull the final vertical pin securing the hero, allowing safe transit across the newly solidified stone path to the chest.
In Stage 19, avoid dropping boulders into empty lower basins early. That space is required to drain excess lava. Blocking the basin early forces subsequent fluid spills onto your walking path.
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Critical Failure Checks
Before pulling the final pin in any stage, verify these conditions to prevent restarts:
- Liquid settlement: Wait until fluid animation stops completely. Premature pin pulls can leave stray droplets of lava resting on top of solid stone blocks.
- Hero path clear: Confirm that no rolling boulders, sliding pins, or falling debris remain in motion along the hero's walking route.
- Fluid volume balance: If a lava pool contains more volume than the available water reservoir, ensure excess lava has an unobstructed route into a lower drainage pit away from the chest.
Free Evony Codes
Current active codes and how to redeem them.
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Player Comments
118 players commented on this guide.
This guide answered the exact question I had.
The tips are practical and easy to follow.
The explanation is clear, especially for beginners.
Can you add more details about strategy in a future update?