God of War Walkthrough: All 17 Chapters And What Each One Unlocks
God of War runs to seventeen chapters, and the useful way to read them is not as a plot summary but as a ladder. Almost every upgrade Kratos can buy is locked behind a specific story beat rather than behind grinding, so knowing which chapter opens which rung tells you when to spend and when to wait. This walkthrough is the chapter order with that ladder laid over it.
The Seventeen Chapters
| # | Chapter | What happens | What it opens |
|---|---|---|---|
| 1 | The Marked Trees | Faye's funeral pyre and her ashes, then the first walk out of the woods | The Leviathan Axe and the Talon Bow, both carried from the start |
| 2 | Path to the Mountain | The Wildwoods, the ruins, Brok's first shop, River Pass, the boar hunt, the Witch's house, the Lake of Nine and the World Serpent, ending with an Ogre at the mountain base | Escaping the ruins and meeting Brok opens the second Axe rung; reaching River Pass opens the second Talon Bow rung; the Lake of Nine opens the third bow rung and the second quiver rung |
| 3 | A Realm Beyond | Sindri's workshop, the bridge realigned, the Bifrost charged for the trip out of Midgard | Realm travel, and the road to Alfheim |
| 4 | The Light of Alfheim | Alfheim and its Ringed Temple, and the light that realm travel runs on | Returning to Midgard afterwards opens the fourth Talon Bow rung |
| 5 | Inside the Mountain | The climb through the mountain itself | Jarn Fotr, killed deep in the Heart of the Mountain, opens the fourth Axe rung |
| 6 | A New Destination | Down from the summit with Mimir's head, to the Witch's Sanctuary and the Serpent's Horn | Returning to the summit with Mimir opens the fifth bow rung and the third quiver rung |
| 7 | The Magic Chisel | Mason's Channel and Thamur's Corpse, the Seasons puzzle, a Traveler Champion and a Stonebeard King, ending with Magni and Modi | Magni and Modi open the fifth Axe rung |
| 8 | Behind the Lock | The chisel piece taken to the sealed door | Tyr's Vault |
| 9 | The Sickness | Freya explains that Atreus is failing because he does not know what he is, and sends Kratos to Helheim, where an ice axe is useless | The Blades of Chaos come back, and Mattugr Helson opens their second rung |
| 10 | The Black Rune | Tyr's Vault, three defence rings shut down with Hel energy and wind, a chain puzzle, and two Grendels over the rune itself | The Trolls in the Vault open the third Blades rung once you hold the Black Rune Stone |
| 11 | Return to the Summit | Back up through the Foothills, the mountain and the Mining Cavern with new tools, a Frost Ancient on the way, then Baldur at the summit and the dragon | Healing Atreus opens the last Talon Bow rung; the second water drop opens the last quiver rung |
| 12 | Escape from Helheim | The way back out of the realm of the dead | The Hel-Traveler opens the fourth Blades rung |
| 13 | A Path to Jotunheim | The search for a road to the giants' realm | The Realm Between Realms |
| 14 | Between the Realms | The hidden Jotunheim tower, and a long gauntlet of a fight to reach it | The tower itself |
| 15 | Jotunheim in Reach | The tower brought back into place and the last approach prepared | The final stretch |
| 16 | Mother's Ashes | The errand the whole game was: carrying Faye's ashes to the highest peak | Jotunheim |
| 17 | The Journey Home | The way back, and the ending | New Game Plus, once the credits roll |
The Ladder Underneath
Our enemies and upgrades guide sets the ladders out in full, and the shape is worth carrying with you. The Leviathan Axe has six rungs, five of them story beats and the sixth bought from a chest in Niflheim's Center Chamber for 5,000 Mist Echoes. The Blades of Chaos have five, four of them fights and the last paid for with Muspelheim's Raging Inferno after Gondul at that realm's summit. Atreus's Talon Bow has six and his quiver four, and those are bought over a Huldra counter with steel and silver rather than earned outright.
Two consequences follow. First, no Axe upgrade exists until a Frozen Flame has been handed over at a shop, and the Blades sit idle in the same way until a Chaos Flame arrives, so hoarding materials before either happens achieves nothing. Second, the last rung of each weapon sits outside the story entirely, in Niflheim and Muspelheim, which is the real reason those realms are worth opening before the final chapters rather than after.
What To Do Between Chapters
The Lake of Nine opens in chapter two and most of the optional content hangs off it, so the natural rhythm is to finish a chapter and then take the boat somewhere. The permanent upgrades are the ones to prioritise: the seven Yggdrasil's Dews, scattered about the Lake of Nine with one more at Alfheim's Lake of Light, add two points to a stat apiece, the Mark of the Dwarves adds four to Runic, and the Nornir chests hold the Idunn Apples and Horns of Blood Mead that raise maximum health and rage for good. Our enchantments and materials guide lists where each of those comes from and, more usefully, which sources ever pay twice.
Armor is the other between chapters job, and it compounds, because every upgrade adds stats and can add an enchantment socket. Which sets are worth the materials is our armor ranking's subject, and the short version for a first playthrough is to wear what you can keep upgrading rather than to save for something gated behind a realm you have not opened.
The Optional Realms And The Valkyries
Muspelheim and Niflheim are not chapters and neither is required to finish the story, but both are where the weapons top out. Muspelheim is a ladder of trials ending at Valkyrie Gondul; Niflheim is a maze you enter under a cursed mist that is steadily killing you, and its Mist Echoes pay for the final Axe rung at 5,000 and for the Legendary chest at 2,500.
The nine Valkyries sit outside the chapter order too, and nothing in the seventeen chapters asks as much of a player as they do. Two of them, Gondul and Hildr, are inside those optional realms, and the queen at the Council of Valkyries only wakes once the other eight are dead. Our Valkyrie locations guide has each chamber and what each fight pays, and our length guide puts numbers on what all of this adds: about 20 hours for these seventeen chapters alone against 50 or more for the lot.
A Note On Chapter Numbers
Our own older chapter guides, written at launch, number the later chapters one higher than the list above, because they count the Freya's Cave detour as a chapter of its own. That is why an older page of ours calls The Black Rune the eleventh chapter and Return to the Summit the twelfth. The order of events is identical either way; only the numbering differs.
Walkthrough Questions
How many chapters are in God of War?
Seventeen, from The Marked Trees to The Journey Home, and none of the optional realms or Valkyrie fights count among them.
Can you go back after finishing the story?
Yes. The game returns you to the world after the credits, which is the natural time for the Valkyries, both challenge realms and the collectibles, and New Game Plus becomes available on top of that.
What should you upgrade first?
The Axe, as soon as the Frozen Flames allow it, because it is the weapon the early chapters are built around. After that, follow the enemy families: our enemies guide hands the Hel-Walkers to the Blades because they resist Frost and burn, and the Blades' first bought upgrade happens in Helheim, exactly where you need it. Everything else here is organised around that same Power Level, which is where the God of War hub starts.