Hellblade: Senua's Sacrifice: Lorestones, Puzzle Solutions, and Boss Guide

Updated at April 27, 2026
A glowing rune-covered Lorestone monolith in a fog-wrapped Norse ruin in Hellblade: Senua's Sacrifice

A Lorestone monolith in Hellblade: Senua's Sacrifice. Image: Ninja Theory.

The 44 Lorestones (Monoliths of Legends)

Hellblade only has one collectible category, and Ninja Theory didn't pad it out with filler. The 44 Lorestones, also called Monoliths of Legends, are carved standing stones scattered across every realm Senua crosses, from the fog-choked shores of the opening beach to the fire-blasted plains of Muspelheim. Touch one and Senua's old mentor Druth takes over the narration, breaking from her internal war with the Furies to recite a real fragment of Norse mythology: the binding of Fenrir, the theft of Idun's apples, the death of Baldr. None of it advances the plot directly, and that's the point. Druth's voice is the one steady, external thing in a game built entirely around an unreliable narrator.

Find all 44 before you walk into the final confrontation and the game rewards you with an extended ending scene that isn't available any other way, plus a short epilogue that recontextualizes Senua's entire journey. Miss even one, and the ending plays its shorter, more ambiguous default cut. There's no in-game counter or map marker system, so the only way to know your real-time count is to tally them yourself as you go or lean on the tracking trick below.

Tracking Down Every Lorestone

Every Lorestone you've already found lights up a circle of runes etched into its base, rendered in a dull, smoldering red. That circle isn't decoration, it's a progress tracker Ninja Theory built directly into the object. The runes fill in in a fixed sequence as you collect stones across the whole game, not just the stones in your current zone.

  • The gap test: when you reach a new Lorestone and its rune circle lights up, check whether the newly-lit rune sits directly next to the last one you lit in the previous area. A blank gap between two lit runes means you walked past at least one monolith somewhere earlier and need to backtrack before moving further into the story.
  • Do this at every zone transition: Hellblade's regions don't let you freely fast-travel back once you've moved deep enough into a story sequence, so check your rune circle at each major area boundary rather than waiting until the credits are close.
  • Lean on sound, not sight: Lorestones hum faintly and the Furies sometimes mutter about Senua "hearing the old stones" when one is near, a subtle audio cue worth chasing with headphones on, which the binaural mix was built for anyway.

Solving the Perspective Puzzles

Hellblade's signature puzzle mechanic reframes Senua's psychosis as the solution instead of the obstacle. Look for wooden portal frames strung with animal skulls, usually goat or deer, planted at odd angles in the environment. Stand in the right spot and look through the skull-frame, and the world behind it visibly warps: walls that blocked your path vanish, staircases that weren't there resolve into existence, bridges fold out across chasms that looked impassable a second earlier.

  • Walk the frame, don't just look through it: some sequences require you to physically cross through the portal while the altered view is active, not just glance through it and look away.
  • Rotate the camera slowly: the illusion only locks into place from a narrow viewing angle, so sweep the stick gradually rather than snapping between fixed positions, especially in the game's symbol-matching variants where scattered debris needs to align into a complete rune shape.
  • Trust environmental logic over instinct: if a path looks like a dead end, check for a skull-frame nearby before assuming you need to find a different route entirely. The developers rarely hide a critical path without planting the tool to reveal it close by.

Breaking Enemy Guards in Combat

Shielded enemies are the one combat scenario where button-mashing Senua's sword outright fails. Standard sword strikes bounce off a raised guard and leave you open to a counter, so trying to whittle a shield down with normal attacks just wastes time and HP.

  • Use the kick: the dedicated melee/kick input (Circle on PlayStation, B on Xbox, F on PC by default) staggers a guarding enemy and knocks their shield wide open, creating the window your sword actually needs.
  • Chain it into a combo immediately: the stagger window is short. Kick, then follow with two or three fast sword strikes before the enemy resets their stance.
  • Watch for multiple shielded enemies at once: Hellblade rarely throws more than two or three enemies into a fight, but a pair of shield-users forces you to manage kicks on both sides of the arena rather than focusing one down in isolation.

Using Focus Effectively

Focus is Hellblade's answer to a slow-motion mechanic, but it's gated behind actual skill rather than a cooldown timer you can just wait out. Landing successful parries and clean combo strings charges the glowing mirror hanging at Senua's hip. Once it's lit, trigger it to slow the world around her to a crawl.

  • Save it for shadow-form enemies: certain late-game foes flicker between a vulnerable physical state and an untouchable shadow state. Focus slows that transition down enough to land hits during the brief window they'd otherwise dodge entirely.
  • Don't hoard it defensively: Focus charges faster than most players expect once you're parrying consistently, so there's little reason to save it for an emergency that may never come. Burn it the moment a shadow enemy or a dangerous group surrounds you.
  • Pair it with the kick: slowing time around a guarding enemy makes the stagger-then-combo window from the section above dramatically easier to land cleanly.

Boss Guide: Surtr, God of Fire

Surtr is the more straightforward of the two optional-order bosses you'll meet early in the story, a towering fire giant fought across a scorched arena where the ground itself periodically erupts. His attacks are heavily telegraphed, favoring wide, slow swings that reward a clean dodge roll rather than a desperate block.

  • Dodge don't block: Surtr's weapon attacks carry enough force to chip through a guard, so prioritize rolling clear of his swings and punishing the recovery window afterward.
  • Watch the ground: fire geysers erupt from fixed points in the arena with a brief warning flare. Reposition the moment you see it rather than waiting to react to the eruption itself.
  • Stay aggressive after a dodge: Surtr's recovery frames are generous enough to land two or three hits before he resets, making this fight more about patient punishing than sustained offense.

Boss Guide: Valravn, God of Illusion

Valravn trades raw physical threat for a fight built entirely around deception, a fitting mirror for a game obsessed with unreliable perception. Expect doubles, vanishing acts, and an arena that actively tries to mislead you about where the real threat is standing.

  • Identify the real target before committing: Valravn splits into illusory copies mid-fight. Watch for the subtle visual tell, usually a faint distortion or flicker, rather than attacking the first copy in view.
  • Clearing this fight unlocks Focus: this is the mechanical reason most guides recommend tackling Valravn before Surtr, since Focus makes every encounter afterward meaningfully easier, Surtr included.
  • Keep your camera moving: Valravn's illusions rely on you locking onto a static viewpoint. Rotating the camera regularly helps expose which version of him is actually attacking.

Boss Guide: Fenrir

Fenrir is the spike in Hellblade's difficulty curve, a hulking wolf-shadow that most players rank as the hardest individual fight in the game. He retreats into darkness repeatedly throughout the encounter, and chasing him blindly into the shadows is how most deaths here happen.

  • Charge your attacks, don't just swing: standard strikes barely register against Fenrir in his default stance. Hold the attack button to charge a heavier hit, or trigger Focus to open a real damage window.
  • Respect the darkness phases: when Fenrir vanishes into shadow, don't advance blindly. He reappears to strike from an unpredictable angle, and standing still with your guard up is safer than guessing his position.
  • Ration your Focus meter: save at least one full charge specifically for this fight if you can, since it's the single best tool for closing the gap between his vulnerable windows.

The Final Battle: Facing Hela

The endgame confrontation strips away the one-on-one structure entirely. Senua fights through escalating waves of standard enemies in a two-tiered arena, and killing enough of them summons a shadow onto the second platform, one that reforms into Surtr, Valravn, and Fenrir in sequence, each a shadow-weakened echo of the fight you already survived.

  • Treat it as an endurance test, not a new puzzle: every mechanic here was taught earlier. Lean on the kick-to-break-guard combo against the shadow Surtr and Valravn, and charged attacks or Focus against the shadow Fenrir.
  • Manage Focus across the whole gauntlet: don't dump your meter the moment it fills. The shadow Fenrir reprise is the hardest stretch of this sequence, so hold Focus in reserve for it specifically.
  • Don't fixate on a non-existent death mechanic: the corruption rot climbing Senua's arm looks like a hard fail-state here more than anywhere else in the game, but Ninja Theory confirmed after launch it was purely cosmetic. Play the final fight on its actual mechanical terms, not the fear the marketing built around it.

Final Tips Before the Last Battle

Double back through your rune circles one last time before committing to the final stretch. Once Hela's confrontation begins, Hellblade doesn't let you return to earlier zones, and the extended ending is the single biggest reward this game offers outside the story itself. If your Lorestone count feels uncertain, it's worth replaying the last area you're unsure about rather than risking the shorter cut on a nine-hour game you won't want to immediately restart.

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Hellblade: Senua's Sacrifice

  • Developer: Ninja Theory
  • Publisher: Ninja Theory
  • Engine: Unreal Engine 4
  • Genre: Action-Adventure / Psychological Horror
  • Release date: August 8, 2017
  • Duration: 6-9 hours
  • Available on
    PlayStation 4Xbox OnePCNintendo Switch

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