Walkthrough by
José (levels 3 & 5), dmdibl (levels 1, 2, 4 & 6),
Soul (level 4)
One lesson
learned from this author's Legio VI Victrix was that
players disagree on what is difficult. Several players might
agree that there were two impossible challenges in that
game, but then it turned out they were referring to
completely different obstacles. It is hard to predict where
an individual player will hit an impasse. Perseverance and a
modicum of skill are all that is required to succeed at some
points folks claim are overly challenging.
Level 1:Freyja
Level 2: Loki's Demigods
Level 3: The
Red Tent—Midgadsormr
Level 4: Helheimr
Level 5: Heroes
Level 6: Gramr—Bonus
Level
Level 1: Freyja
Two
secrets, including Secret Bonus Key #1
A foretaste
of things to come: running jump
The level
opens with a scene of a helicopter searching for a place to
land. Lara leaps.
At start swim
to other end of the pool to get
flares at bottom. Swim back and pull out on left N
(the other bank is too high). Get
small medipack, and look up the slope above it to see
the hole into which Lara must jump. A direct running jump is
possible, but the easiest way is for Lara to bounce off the
slanted slope near the right wall. Move right and see how
two slopes form a V. Lara needs to aim for the right-side
slope at the bottom of the V, bounce off of this to land in
the hole (a gentle curve right may be necessary to guide
Lara into hole) . To do this Lara must stand on the elevated
ground in front of the V and—this is essential—the front
half of her boots must be over open air. Better yet have
only Lara's heels resting on the ground. Then hop back and
make the running jump, and it should not be too difficult to
bounce into the hole.
To position
Lara properly you can also align her toes with the edge of
the elevated ground, which may seem natural. She is too far
away to make the jump. Hop back. Angle Lara slightly and
sidestep, then angle her again and sidestep back, so that
Lara returns to her original position, but has advanced
forward by about half or sixty percent of the length of her
foot. Now make the running jump. Taras is trying to make a
point, which is why I am belaboring this jump: without
proper positioning Lara cannot make the jumps in these
levels.
Swim forward
and see a gate, take the right into the alcove, pull down
the hard to see ceiling lever. Swim out through the open
gate, right, and into the second gate which has also opened.
Swim down and follow, look for an opening on the left, and
then for an opening on the right. Swim toward the hungry
looking fish, they are harmless. Go up to surface, pull out,
and head to the open area with the statues.
Wraith
Chase
Watch the
scene and see the wraith statue come at Lara. [Firing
pistols at the wraith will confuse it so that it will not
harm Lara, but then the wraith will not self-destruct, and
it will plague Lara this entire level. Do not fire pistols
at the wraith.] Run past the left statue toward the tree and
the ladder on the wall beside it. Climb the ladder and back
flip at the gap. Lara lands on a helpful platform in the
tree. Jump back to grab the ladder off center, which may
help in getting by the swinging lantern overhead. Climb into
the alcove and press the button. Drop down ladder, run up
the steps, then to the left and jump into the water trench,
pull the underwater lever. A big red door opens.
Get out, run down to the open door on right, and drop down
to that curious mask-on-a-pole (a retextured owl statue).
Crouch beside it until the wraith self-destructs. Climb the
second ladder and pull up into the crawlspace. Have Lara in
the middle of the crawlspace, go to the end, and crouch.
The New
Move
There is a
slanted pillar to Lara's left, so position her to aim for
it. Now for the new move. (I thought this was easier if Lara
crouched in the center, not on the left of the crawlspace.)
Hit Alt as if for a normal jump, and Lara will spring from
the crawlspace to land on the pillar. Jump immediately with
a hard right curve to land on the next pillar, slide
backward and grab the edge. Shimmy all the way left.
Pull up and
hesitate. Lara's feet will slip back on the slope, so her
next jump will go farther. Now jump with twist and a hard
right turn. Normally Lara can do these jumps every time, but
because of the raised ledge on which the pillar sits it may
take several attempts before she grabs the lower part of the
ledge. Pull up and look around. Lara can get the medipack
later.
Gold and
Silver Bars
Jump over to
the next ledge clockwise, and make a running jump to the
ladder. Drop down. Lara's lands beside a room with a large
red vase and a moveable block. Move the block beside the red
vase where the ceiling is lowest. Good things happen: a
statue emits electricity, a fire lights, and the gate to the
torches opens. Go to the room with all the electricity, jump
on the block and find the newly minted
silver bar.
Climb the
ladder and retrace Lara's route to where she first pulled
up, avoiding the flame. The torch alcove is in the N wall
(using the light compass needle). Stand at the outside of
the pillar and make a running jump (no grab) to land in the
torch alcove. Pick up the torch and make a running jump back
to the alcove with the medipack. The camera refuses to show
Lara's alignment, even using the Look key, so some trial and
error is needed. Press Lara's face into the corner, press 1
to drop the torch. Get the
medipack, then retrieve the torch. Make a standing
jump up beside the pillar.
Get onto the
neighbor ledge where fire is spouting, and light the torch.
Throw the lit torch by the ladder. Jump to the ladder and
down, get torch, light the bowls of the two statues in front
of the red vase room. Look up N and see that the other high
gate has opened. The torch is no longer needed.
Climb the
ladder, drop on the ledge and head N. Stand in the middle of
the ledge facing the N gate, but turn left (W) toward the
medipack alcove. Run off the ledge, pressing Ctrl, and Lara
lands in the alcove. Get medipack.
Use a running jump and grab to the switch alcove, and press
switch to see more electricity on this upper level. A drop
down is unavoidable. A hang and safety drop will take ninety
percent health. However, a jump back to the medipack alcove,
and a run out to land on the platform with the statute will
take less than seventy percent health, which seems curious.
Your choice.
Climb the
ladder again. Jump to the flame ledge and over to the room
with the electricity, onto the block with the
gold bar, and pick it up.
Back past the flame, leap to the ladder, climb up and place
the gold and silver bars in their receptacles. The door
opens.
Thumpers...and a secret
Oh, good,
thumpers. A nice trick, shown in Soul's video of moves for
Vikings, is to have Lara crouch in front of the first
thumper, then press Alt to have Lara somersault under it.
This is because if Lara runs under the thumper, even when it
is going up, it may be fatal. Once by, stand Lara at the
right corner and try to somersault under the middle thumper
so that Lara ends against the wall between the middle and
last thumper in this series. Keep Lara in a crouch, swivel,
and somersault to safety in the clear square before the next
thumper. The last two thumpers, which are singly placed,
will seem easy. There is a low crawlspace to the right, but
ignore it and go straight, picking up the
medipack, to stand before
the large green room.
At the bottom
of the slope is lava. Lara can make jumps to the left and
slide to the exit. But for the secret slide down the slope
and at the end make a jump to the right to land in a
doorway. I believe that Soul's video shows Lara sliding down
from the middle of the doorway. As a matter of preference I
had Lara start to the left of this, slide down to where the
angle of descent increases, make a hard curved jump to the
right, and press and hold Ctrl at the last moment. Lara
lands in the doorway.
Climb the
ladder and get up to Secret #1
room. Find the shotgun, 2x
shotgun ammo, and Bonus Key #1.
Flip the lever in the corner to get out the door, get the
flares in the crawlspace,
and try to get by the thumper with little health loss.
Deadly
Slope
The next part
seemed more difficult to me than getting the bonus key. Lara
has to make it all the way to the left of the slope using
jumps and hard left curves while in the air. Every tiny
scrap of distance matters, so make sure to position Lara so
she is leaping from the very corner of the doorway. To me
this was the difference between making it and not making it.
Do a running jump to the left. I had Lara curve left while
in flight, to land high on the slope. At once jump and curve
hard left and repeat until Lara lands on the extreme outer
edge of the exit ramp. Make a final left jump and slide to
safety.
Get the
small medipack from the
end of this room, then exit through the hole in the wall.
Watch the beautiful and intriguing flyby. Well this looks
interesting. No doubt all of the hard challenges are already
behind Lara....
Village
Run across the
wooden bridge, then all the way to the right and find the
passageway there. Go inside and see a crawlspace
(inaccessible) to the left. So turn right and go take a look
through the fence, turn around, and spot the jump switch on
this side of the doorway. Use it and see that a high doorway
has opened. Run straight back out and keep running until
Lara splashes into the water.
Close to Lara,
where the walkway juts out, but closer in against the wall,
look for an underwater ceiling lever. Some rocks get in the
way, so Lara will have to swim around them to the right, but
find the lever and pull it. See a screenshot of ropes
descending overhead. There is a spot nearby where Lara can
pull out of the water.
Rope Swing
and the Roll
Lara can use
the ropes now, from this side. Make a running jump to the
first rope, then swing to the second rope. Turn Lara to face
to the right of the flag. Lara needs to swing to the
horizontal pole holding the flag, but don't try to land next
to the flag. Only a super rope swing will work, and it may
take several attempts. So swing Lara twice, then let her
sway until she brings her legs back up on the rope. Now
press the swing (dash) key and Lara should do a super rope
swing, arcing all the way up to the pole. Jump and grab the
pole.
Shimmy all the
way to the right, around the corner, and pull up in the
middle of the cramped wood roof. Use the Ctrl bug to get
Lara to the floor directly underneath: that is, drop back
with Ctrl as if to grab the edge, but release Ctrl so that
Lara misses the edge, then quickly press Ctrl again so Lara
drops inside onto the floor.
Run down the
passageway and drop into a room. Get the
Roll from the workbench. This was shown at the end of the flyby.
Now there doesn't seem to be any way out of this room,
unless you remember that Lara has a new move. (It took me a
while to remember.) Crawl to the opening, put Lara into a
crouch, and press Alt to jump from the crawlspace.
Room with
Key and Painting
Run back out
in the open, down to the wooden bridge and beyond to the
ladder. At the top of the ladder is the door Lara opened
with the jump switch. Climb up, enter, and spot the
small medipack directly in
front. A curious painting, a bell jar, some heavy pieces of
furniture...Move the furniture in the distant corner aside
to get Uzi clips. Move the heavy furniture near the entryway by pulling
it aside twice (E) to reveal an opening. There is a nearby
raised portion of floor, Lara can stand at the corner of
this and shoot with pistols through the opening to hit that
burning lantern. Watch the effect in the traveling camera.
The bell jar raises, and the key is free.
Lara goes and
picks up Farrier's Key.
Go to entrance, and from here spot the red door across the
water, the one that is near the hanging flag. That is where
the key is used. Get down the ladder, run across the bridge,
go over there, and get inside.
Crowbar
Go right, jump
on the platform, and take the colorful crowbar from the
workbench. Turn around where Lara stands and notice that in
the back center of the room there is an odd hanging object
on a chain that looks like an anvil. Lara can go over there,
draw pistols, jump up and shoot it until it swings back and
forth. See a screenshot of the painting opening in the room
that Lara was in previously. (Actually I couldn't get rid of
this shot of the painting, despite hammering Esc, Ctrl, and
the Look key. Saving the game and then reloading restored
normal camera.)
Lara is done
here, so back across the bridge and climb to that previous
room. Go right to the open painting to get the
Handle. Combine the
Handle and Roll to make the
Starting Handle. Drop down the ladder.
Notice the
wagon nearby, and behind it the pen for the horses. The
center gate for the horses is a crowbar door. Open it. Lara
is too busy for any horseback riding, but maybe another day.
Go to the back, and up the ladder. At the top as Lara steps
on the floor there is a screenshot of a padlocked trapdoor
overhead. That is what the Starting Handle is for. Use it in
the contraption to the left, underneath the padlocked doors,
pressing Ctrl. The padlock breaks, the doors fling open.
And Some
Goodies
Before pulling
up there is a slight detour. Go directly East to find a
window that can be shot. Outside there is a balcony to the
right. Lara can jump to it, then run to the end and find a
large medipack. It is
possible to jump back into the broken window, but Lara might
as well take a running jump from the right corner where the
balcony juts out, aiming for the stairs below, without
health loss. Behind the stairs, in the dark corner under the
balcony are 2x Uzi clips.
So might as well get the Uzis. Run past the wagon to where a
large bowl is being filled with water. On top of the stone
that holds the bowl are the Uzis.
But wait, there's more! Go back to that large tree and stand
against the S side with Lara's back to the wall, facing
toward the water. Pull down on that leafy twig that is
sticking out of the tree trunk. [Pablito spotted this
secret.] A cage raises up around the corner. Run there, pull
up on the cage, and jump to get the
shotgun,
Secret #2.
To Roof and
Balconies
Now Lara can
go back to the horse corral and climb the ladder, then pull
up through those open trapdoors. Run left to a sloping roof
structure, and on the E side find a button to push.
Something opens, but where? Actually if Lara goes to the
fence and looks over she can see a balcony down to the left,
and spot the open door. It is easy to do a run jump down to
that balcony.
Go inside and
do a hanging drop to the floor below. From where Lara lands,
a few paces away, is a jump switch on the left. Pull it to
open a second exit door high to the N. Pull out the nearby
barrel once in its center track, then climb up to the E
balcony to get the shotgun ammo.
Now get down and push the barrel all the way in its track to
within one or two squares of the W wall. Jump up to the
balcony and collect 2x shotgun
ammo. Make a running jump over the railing to the new
exit door, using Ctrl. Loop around left on the outside
balcony to find the jump switch, pull it, and notice that a
rope now dangles from the ship floating in air over the
water.
Golden
Lever
Side flip Lara
over the balcony onto the raised stone below. Make a
standing jump to the rope, and swing Lara gently to the
central platform in the water. Throw the golden floor lever,
see doors open. Climb the stairs to the doors, enter and go
left to jump up beside the sarcophagus. Here Lara is safe
from a mangy creature, so turn and use the shotgun to
dispatch it.
Light a flare
and go down the stairs to pick up
flares. Pull into crawlspace. At the spikes have Lara
crouch. The spikes are dangerous to Lara, so wait until they
pop up, then press Alt to jump with Lara's new move. Time
the two sets of spikes and enter a chamber with sarcophagi
while nice music plays.
Tomb with
Spikes
Go around to the ladder,
climb, and shimmy to the right. Get
Brodir's Key from the
sarcophagus. Spot the keyhole that is on the other side of
the room across spike tiles. Position Lara on the N side of
the sarcophagus, her side touching it, facing out. Look at
the base of the sarcophagus which is parallel to the ledge:
Lara's toes should be just slightly over the imaginary line
made by extending the base out from the sarcophagus.
Time the
floating spike tiles. When you anticipate the first spikes
will be popping up, start Lara's running jump. Land, make a
standing jump to next spike tile, then run, leap, and grab
to the ledge with the keyhole. Use the key and see the lower
tomb slide aside. If Lara looks around she spots the shotgun
on the ledge to her right (S). To get this, drop down and go
back up the ladder as before. Jump to the S ledge. Lara
needs to banana jump around the pillar to reach the shotgun
ledge, but the sarcophagus restricts the space. It appears
that the banana jump will be more difficult than normal, but
actually it is easy, or as easy as any banana jump ever is.
Once done, get the shotgun.
Safety drop.
Go into the hole in the floor and light a flare. At the end
pick up the Brisingamen,
and on the way back get the Uzi
clips and the shotgun ammo.
Get out of the hole and up the ladder again, but this time
shimmy to the left. First jump to the N ledge to get a
large medipack and flares, then
jump back to go through the open gate.
Certain
Death?
Oh-oh. Look to
the right beyond the spikes and notice the hole in the
floor. This is just a regular hole, the sort that we always
see used to catch boulders that come careening down tunnels
to crush Lara. Now look up the tunnel. Thumpers. Everything
is clear: Lara will need to pass through thumpers, then a
boulder will come crashing down and Lara's survival becomes
precarious.
Stand below
the first thumper. As it comes down make a standing jump up
and run through it. Repeat with the next thumper. Well, no
boulders yet, maybe a false alarm. Light a flare. Stand on
the sloping tile right beyond the thumper, and find the
texture border line where it ends. Stand below this line.
There is some leeway here, Lara can stand below this line by
about the length of her foot. Now stand jump forward. A
boulder thuds down. It is almost on top of Lara. Lara
instantly calculates its trajectory, and crouches down. The
boulder sails harmlessly over her head.
Back to the
Start
Light another
flare, because there is a spike pit around the next corner.
There is a button on the right to open the red door. The
best way down from the balcony seems to be to jump next to
the statue where the ground is elevated. So take a running
jump to the right of the statue, ending with a little health
loss. Note that the second red door is now open across the
way.
While Lara is
back here she can go up the stairs and to the right, to the
NW corner and pick up the large
medipack. The wraith was chasing Lara before, so then
it seemed inadvisable to pause to pick this up. Trot back
down the stairs, and enter the newly opened red door. Light
a flare to spot the two
large medipacks.
Look down the
mine shaft in disbelief. Yes, Lara is going down there. It
will take a lot of health, so you need to bring Lara to full
health now.
Easy
Suicide Drop
See that
slanted block that is way below Lara, a long way down, to
the N and slightly E? Run Lara off the right corner of the
ledge so that she falls and lands on the right corner of
that block, which is the highest point. If Lara doesn't land
at the very highest corner, she dies. This takes away most
of Lara's full health. Lara will at once slide down. Before
she falls, hit jump. While Lara is back flipping, still in
the air, give her at least a half medipack. Lara lands,
slides, and hits the ground alive.
A more
complicated method, as illustrated in Soul's video, is to
jump to that odd slanted block in the E corner, slide and
jump to the slope under the first ledge, bounce from there
to the same block as used above, and so descend. This uses
up less health, but is nowhere near as easy as Soul makes it
look.
Raising a
Cage
Run forward
into the mine tunnel and about halfway up the slope. Turn
around and spot the jump switch that is now to the right,
near the wall. Stand Lara on the walkway. Look at the wall
beside Lara, and note there is a vertical juncture line for
the wall blocks near Lara's feet. This is where she should
be standing. Do a running jump and pull the jump switch, see
a cage rise up.
Return to the
start area and climb on the block with a triangular area to
stand on. Lara can stand in the corner and aim for the cage.
Do a short-takeoff jump (also know as Walking Jump, 2 Step
Jump, Short Running Jump). That is, hold down the shift key
and start to take a step forward. Release the shift key and
immediately press the jump key (Alt). Lara only uses about
half a block, but gets the distance of a running jump. Grab
the side of the cage and pull up.
Mechanical
Toy
Jump up to the
crevice and shimmy all the way right, pull into a crawlspace
and get the Twine. A drop
down will take a lot of health, so best to shimmy left and
drop back onto the cage. Run up the slope in the mine
tunnel, crawl through, and go straight to the opening ahead,
jumping up the slope. Use the crowbar lever. Get out and
find the door opened in the SW corner. Crawl in, get the
Mechanical Toy and back
out.
Return to the
crowbar lever. Stand on the tile next to it, over the black
mark, and combine the Mechanical Toy and the Twine to get
the Mechanical Toy of Erik's Son. Select this from inventory, and
watch the toy take out all those nasty spikes. So back to
the SW crawlspace, and crawl through to retrieve the
Mechanical Toy. Repeat the process for the next set of
spikes, and then for the third set. Lara drops into a room
with a deep vertical shaft and a pole. (The Mechanical Toy
of Erik's Son cannot be used again, so there's no sense Lara
carrying it around. Select it from inventory and put it
anywhere on the ground to see what happens.)
The Mine of
Eternal Jumps
Slide down the
pole, find the opening, and follow the slopes up to come out
in the mine. This looks confusing, but the tasks here are
only a few. They are just very hard. At this level in the SW
and NW there is 2x shotgun ammo.
In the NW, on the inner track, are
Uzi clips.
Now jump to
the big sloping ramp that dominates the center of the room.
Take the ramp up, going E and then N. Pause about two-thirds
of the way up. Look E to see a sloping block and two
collapsible tiles. Lara is going to use these to reach the
high opening in the S wall that is in line with the ramp.
Lots of luck.
Take a running
jump to the lower part of the sloping block, and immediately
jump to the first collapsible tile. Lara needs to jump and
hang from the second collapsible tile, and that is hard to
manage because Lara lands in an awkward spot. You may want
to experiment, but this is how I did it. Don't jump to the
end of the sloping block, but try to jump more up the slope.
Bounce from it with a hard left turn. When Lara lands there
is now room to press the forward key, so that Lara takes a
quick step, then she jumps straight up to grab the second
collapsible tile. Lara hangs from the tile.
This is how
José described this difficult jump. "Shimmy to the right
corner and while hanging do a 'step' left. Hoist up and run
with a small curve to the right pressing 'Alt' in the very
corner and in the last moment. Turn right when you're in the
air approaching to the very left side of the opening,
keeping the up arrow pressed all the way. When you are very
near to the left side of the edge of the opening, press grab
(Ctrl) and hopefully Lara will land into the opening (not
grabbing the edge but stepping onto the tile)."
Some have
noted that the press of Ctrl should be done firmly. Bene
found it easier to start from the right corner of the tile,
rather than making that 'step' left. The jump seems
impossible but it can be done.
Once Lara
lands go forward and pull the jump switch and watch what
happens. Take a running jump back to the ramp, go all the
way to the top, and take a running jump to the opening where
you saw the giant bucket move aside. Enter and use the
crowbar lever, watch the scene, see the door open.
Down and Up
Lara now needs
to get down. The fall will kill her unless she uses the
ledge where that crane is whipping back and forth. Stepping
straight out W doesn't work very well, as Lara tends to miss
the ledge below. Stand Lara at the end of the ledge, face W,
then turn Lara about 35 degrees toward the wall (not quite
facing NW). Step off as the crane pulls back. Lara will hit
the ledge with the crane and bounce safely down, or else the
crane will knock her off the ledge with only slight health
loss.
Run forward W,
jump to the tracks, and back into the open doorway, pressing
Ctrl so Lara will grab. Press the button and ride up. Get
the Uzi clips and use the
crowbar lever to see the mine cart shift to one side. Slide
down the slope and find the Uzis
at the bottom of it. Go around the mine cart and find the
Elevator Hoist Key (this looks suspiciously like Hel's key that
shows up later on.) The camera takes us all the way back to
the beginning.
The Two
Brisingamen
So take a
running jump to the wire-frame trapdoor that rises, safety
drop, out the SE exit, down the slopes, up the pole, take
the corridor by the shovel, press the button to open the
door, run straight across and use the key.
Enter the
elevator, press the button, and rise up. Make a running jump
back to the ledge where Lara first entered the mine. Now the
door to the W is open. Make a running jump into it (I did it
without grab). Press the button, ride to the top, and make a
running jump to ledge.
Enter the room
(nice music again), push open the sarcophagus to get the
second Brisingamen.
Nothing else here so exit and jump across. Go down, push the
button to the left of the red door and go out. Make a
running jump over the railing of the balcony, aiming just to
the side of the statue where the ground is higher.
Now place the
two Brisingamen into the receptacles in front of the
statues. Light rays emanate from the artifacts in their
hands, touching the scales. The doors at the top of the
stairs open. Lara runs up the stairs, and into the opening
to enter
Level 2: Loki's Demigods
No Secrets
Lara mutters
something about being afraid. Perhaps I didn't hear
correctly. Lara says a lot of stuff but it is impossible to
hear because the music is blaring. The music and Lara's
soliloquy are one piece, and can't be separated. (Soul
points out that what we hear is a song by Nightwish, The
Poet and the Pendulum. Taras had no voice actors and so
aligned his camera sequence with the song.)
When the intro
is done pick up several medipacks.
A close timed run, with demigods throwing bolts at Lara, is
about to occur. The whole level takes about a minute. You'll
probably need to play it a couple of times to get the hang
of it. See passageways on the left and right. In the back
left of the room near the statue is the exit door. Lara
needs to throw some switches to open this.
Start with a
running jump to the right, aimed at the passageway. An
annoying camera shot kicks in when Lara needs to be in
motion, showing beams shooting from the statue's eyes. When
Lara can move, dash into the right-side passageway and find
the wheel to turn. While the animation plays, Lara can turn
to the left to prepare for a dash straight across the room.
Unfortunately the effort seems to freeze Lara for a second
so that she can't move. One gets impatient.
Lara dashes
(sprints) across the room, avoiding the bolts from demigods,
finds the second wheel and turns it. Again she can turn
left, but seems frozen for a second. This time sprint out,
feeding Lara medipacks as needed, and make a U-turn around
to the left into the passageway. Turn the third and last
wheel.
Now dash out
and around to the far side of the high platform with the
goddess. Find a small floor ramp here, which gives Lara
enough elevation to pull up onto the platform. Sprint
through the exit door.
Proceed down
the corridor and into
Level 3: The Red
Tent—Midgadsormr
Four
secrets, including Secret Bonus Key #2 and #3
Two
Switches
Jump into the
water and quickly mount on the boat; the waters are very
cold in this part of the world and Lara can't stay in the
water the same time as before (watch out for the blue bar in
this level). Drive N breaking the rocky wall and continue to
the small lake below. There's an opening at the bottom of
the lake near the W wall so leave the boat and dive there.
Follow the underwater passage and once out of the water pull
the kind of half-eye-switch in W wall and see the flyby.
Return to the boat. Park the boat near the S cascade and go
behind it (shift + left or right arrow). Climb the E ledge
and follow the path picking up a
small and a large medipack on your way to a place overlooking the lake. Climb
the N ladder to the upper level; pick up the
large medipack and
continue through the N opening. In the next area pick up
another two large medipacks
and approach to the S border looking the ladder to your
left. Now you have to do a banana jump to grab the ladder;
it's not easy so you'll have to position Lara more left or
right to get the suitable position (I think the very right
side of the second tile from the E wall is appropriate to
grab the very left side of the ladder). The rotating cutter
wheels around the ladder interfere and make this jump a
matter of timing or luck.
Once you grab
the ladder, you'll have to time the circular blades to climb
to the top (the medipacks were there for something). Once at
the top follow the path to a room where you'll find another
of those half-eye-switches; pull it to see a door opening
below in the lake. Jump into the lake, mount the boat and go
through that open door. Continue driving to an area where
you can see some goodies over the ledges: 2 x
shotgun ammo, a
small and a
large medipacks. Pick them all up and from the left side of the W
ledge, if you face S you can see a small triangular opening
in the icy pillars. Duck and shoot it with the pistols to
see a screenshot of an ice door opening somewhere. Mount the
boat and return to the small lake where you came from.
Dismount in S ledge and to the right is the door you've
opened. Climb to get Secret #3: a large medipack, 3 x
shotgun ammo and
Bonus Key #2.
Thor's Rune
Return to the
boat and drive again back to the place where you collected
the goodies before. Continue W to reach a very huge outside
area with a lot of things to do. Your goal here is to find
four runes and place them in their receptacles to open the
tall red door you've seen in the flyby. Let's go. Drive to
SW ledge where the bear is, kill it (you can shoot the fish
from here too) and pick up the large medipack near the W
door. Now you must jump over the sloped ledge behind the
pool, so approach the pool from its right side and advance S
to the very corner; take a (tricky) running jump with a
right curve (a kind of banana jump) avoiding the rock to
your right (it can take many tries) trying to land in the
very right side of the top of the slope; to do this, situate
Lara facing S and angle her a bit to the left.
Once
successful climb the E rocks to the ledge where the balloon
is (it's easy). Use it to reach an icy ledge in the middle
of the lake (grab at last moment) and pick up the
Thor's Rune. From here,
angle Lara in a NE direction and use the binoculars to spot
an icy door behind the small cascade to the left. Duck and
shoot it with the pistols (it's breakable) for later. Now
jump into the water and return to the ledge where the boat
is to repeat that tricky jump.
Again climb
the E rocks to the ledge where the balloon was, continue E
to the place with the receptacle for the rune. Place the
rune and see a screenshot of the door near the previous
small pool. If you want another
large medipack, you can return the way you came to
the very W side of this rocky cliff and drop onto the ledge
where it is; if not, jump into the water and return to the
boat.
Loki's Rune
Now it's time
to go behind the cascade where the shootable door was. Drive
there and jump into the opening; climb the ladders to the
top of the cascade and jump onto the ledge to your right
overlooking the huge area. Run off this ledge from the N
side to land on the ledge below and from here take a tricky
running jump to the very N side of the sloped icy ledge NW
(you'll have to initiate the run from the SE corner to not
surpass the ledge and fall into the water). Either slide a
bit or jump at once with a hard right curve to grab the
crack of the W block where the rune is (it can take some
tries). Shimmy to the right and crawl to get the
Loki's Rune. Drop into
the water and quickly return to the boat.
Drive N to the
ledge where the stuck wheel is, turn right (E) and climb the
E wall from its very left side. Continue E and take another
tricky running jump to a flat triangular ledge in the very
corner of the sloped wall (I did it not as usual approaching
to the very border and taking the jump back, but approaching
running from the previous tiles and jumping at the very last
moment). If Lara runs with her shoulder against the wall
this jump fails because she moves too far out. Move Lara
away from wall, but aim for that tiny triangular spot right
against the wall when jumping.
Once up climb
the left ledge and follow the path along the N and W walls
to place the rune in its receptacle. Return to the place
where the stuck wheel is.
Freyja's &
Hel's Runes
Go to the very
W side of the ledge and jump into the water (you can situate
the boat near so you can go out of the water faster when you
return). Behind this ledge there's an underwater passage;
dive fast until you see the first air hole in the ceiling;
go there to take a breath and restore the blue bar; here is
the receptacle for one of the remaining runes. Jump into the
water again and dive W and S to a second air hole in the
ceiling where you can recover your health and pick up the
Freyja's Rune. Jump into
the water again avoiding the barracuda and pick up the
Hel's Rune behind the
very nearby block (S) under this air hole. Return to take a
breath and go back to the first air hole to place one of the
runes. Take a breath and dive back to the outside area with
the boat. Use it to reach the E ledge in front of the
lighthouse and place the last rune there. Finally the door
opens. Mount the boat again and go there.
The
Lighthouse Key
In this cave
area safety drop to the bottom of the pit using the slopes
and go S to the closed door. Turn around to discover two
wall switches: one in the NW corner and another one in NE
corner. Use this one first to open the door. In this big
hall go to the left alcove with the frozen Viking and pick
up the torch from the right hand. Now you must take the
torch with you up to the entrance of the cave using the
slopes so, return to the first entrance (with the switches
left and right) and try to drop the torch in the middle of
the right hand tile, near the very N edge (I did it drawing
the pistols). Now go to the switch in NW corner and save
your game for another tricky task. Pull the switch to raise
a timed trapdoor up in the pit; press the "look" key to stop
the camera (or a side jump to the right) and quickly go to
the entrance to pick up the torch. If the torch was in the
right place, you only have to turn right N/NE and do a
standing jump to the corner of the first slope to your
right, keep pressed the jump key to immediately jump to the
next slope N; now you must roll in one of the jumps and
continue jumping over the next slopes with right curves in
midair to finally land onto the (hopefully) still raised
trapdoor and from here a standing jump to the top of the
pit.
Light the
torch and throw it into the pit. Descend again to the bottom
of the pit, pick up the torch and enter in the hall. There
are many torches here you can light but some torches will
cause the floor to disappear causing death for Lara. There's
a code in S wall, but the fastest solution is the method of
trial and error to know what five torches must be lit. With
Lara standing close facing the letter chart in S wall, the
first torch on her left remains unlit, and the first three
torches on her right stay unlit. The rest you can discover.
No one could
decipher the letter chart word for the five lit torches.
(Regon?) Then I found the following in the readme file: "Umberto
Nobile ... is primarily remembered for designing and
piloting the airship Norge, which may have been the first
aircraft to reach the North Pole, and which was indisputably
the first to fly across the polar ice cap from Europe to
America." So it seems obvious that the key word is
NORGE, the name of the airship. Knowing this, one can find
on the balloon zipline for Thor's Rune the repeated words
NORGE.
When all five
torches are lit a Lighthouse Key
appears in the left hand in the alcove with the frozen
Viking. Place it in the keyhole near the entrance door and
see the flyby. Make your way to return to the ledge with the
now unstuck wheel-switch.
Water
Corridors
Park the boat
near the wheel and use it several times to open the large
red door. Mount the boat and quickly drive it through the
big red door. Wait for the door to close completely. Have
Lara jump out of boat and swim back under the door. Swim to
the ledge around to the right, pull up here, and notice the
new raised block E near the revolver, in front of the
Lighthouse. Swim to the raised block in front of the block
with the small statue inside to get
Secret #4: the
revolver. Go back to the
boat the way you came.
Drive the boat
W and N until you are in a darker place with some dark
pillars to your left and right (before the hexagonal
passage). Stop the boat here and jump into the water to the
left side (W) to find a small crevice under the first dark
pillar where you can find Secret
#5: a large medipack
and 2 x revolver ammo. Return to the boat and continue driving to the end
of the path (notice the blue keyhole to your left). Open the
sarcophagus to get a large
medipack and the trapdoor behind you opens.
The Red
Tent
Descend and
follow the path to the end picking up a
small and
large medipacks on your
way. Jump into the water but don't dive too long; look for
an underwater ceiling switch near to open the next trapdoor.
Return to the previous ledge to take a breath and this time
follow the underwater passage to the end and find yourself
over a kind of iceberg with a red tent. When the flyby stops
quickly pick up the large
medipack and go into the tent (you're safe here from
the locusts) and pick up another
large medipack. Pick up a Pencil from the yellow vase
to your left and place it between the two radios (facing W)
to open an underwater door. Go out, N and jump into the cold
sea, dive through the open door and pick up the
Hel's Key at the top of the block to your right. Quickly, return
to the tent using all medipacks you need (I see impossible
to do this task without using medipacks).
The Exit
Swim back
through the water channel, and climb the ladder. Get up on
the ledge and do a running jump and grab to the W door,
aiming for the low ledge on its left. Use the key to open
the door. There are huge snowball boulders to the right and
left down the ramp. Save your game.
Third
Secret Key
Slide down the
center of the ramp and as Lara approaches the boulder at
bottom of this first ramp jump with a left curve in front of
it. Now Lara slides down the next ramp backwards. Press and
hold Ctrl to grab the edge at end and wait for the two
snowballs to bounce overhead. Lara looks up in thanks and
notices an icy ladder above her. Shimmy to the right side,
hoist up and back flip with twist and turning left to land
over the left slope; jump between the E and W slopes and
roll when jumping so Lara faces E. Continue jumping between
the slopes with right curves to go up where the ladder is to
finally grab it (from its right side, higher part of the
slope).
Climb up, jump
back and enter in a room full of goodies for
Secret #6: 3 x
shotgun ammo, a
large medipack, 2 x
revolver ammo and Bonus Key #3.
Return to the ladder and slide the ramp to finish the level.
Level 4: Helheimr
Three
secrets, including Secret Bonus Key #4
Magical
Ships
Slide down the
rest of the slope. The big red doors in the next room open
as Lara approaches. Pass through and watch a sweeping camera
sequence which introduces an area with flying ships, but
don’t be taken in by the beauty as you will have to go
through difficult passages in order to finish this level.
Push Block
for Golden Bridge
When Lara has
control, go right to spot the push block in the wall, then
go further to see the golden bridge. To make a difficult
jump to the golden bridge Lara needs to pull out the push
block, then somehow position it in the corner closest to the
bridge for her to stand on. There are two ways to do this,
including an easy cheat.
(1) The
Hard Way
Lara pulls out
the block twice, trapping herself in an alcove. Here it is
possible to cheat, using Ctrl, to maneuver Lara through the
corner of the block. Then she should be able to pull the
block to the corner nearest the bridge. However, Taras has
anticipated that some devious players would attempt this.
Try it, and find that a wire cage has risen next to the push
block that prevents moving the push block. Any further
progress is impossible. The moral is not to cheat (or to use
a different cheat, see next paragraph). So Lara needs to
stand in the alcove facing S toward the golden bridge, and
make a banana jump to the low rocks next to the bridge. This
is very difficult because there is no room to set up a run.
I tried the short-takeoff jump, and also tried a circular
arc run, then a jump and hard right curve in the air to land
on the rocks near the bridge. Then Lara can pull up onto the
ledge, and drag and push the block to the corner nearest the
golden bridge.
(2) The
Easy Way
Lara pulls out
the push block once from its niche. Then she pushes it N,
toward the doors, as far as it will go. Get around to the
doors and the pillar, and push the block outward
E, toward the Viking statue. Now, without stopping,
drag the block back through the rock mound as far as
it will go. Then make a last push to get the block to the
corner nearest the golden bridge. This completely avoids the
hard banana jump of the above paragraph. Lara can stand on
the block and make the jump to the bridge, but that is for
later. First Lara needs to visit Hell.
Lever
Go back to the
red doors. Notice that the Viking statues have sword points
in front of them that seem incomplete. Lara's task will be
to find four sword hilt fragments. Drop down E on to the
broken bridge and jump to the other side of that huge
expanse below. See two more statues and a closed door.
Around the wall to the left is a lever to pull. Jump back to
the other side to the red doors. Now the N door is open, so
Lara can go through.
Descent
into Hell
Go downstairs
and flip open the trapdoor, drop into Viking’s hell. Enjoy
the nice cut scene which first shows a lever up on a ledge,
and then a prelude to hell. Hell seems to be run by
dominatrixes, and looks a little like an S&M club. First go
forward and look right. There is a large revolving wheel
that needs to be rolled aside to reach the nasty parts of
hell. So jump over the lava and spot a high lever in the
left SE corner. To reach the switch use the slope in the SW
corner. This takes some patience to find the right spot. I
had Lara facing toward the switch, side flip right to that
slope, bounce from the slope with a right curve, bounce
again to land in front of the switch.
Save the game
here. Lara uses the switch to roll aside that wheel door.
Naturally this is going to be a timed run. Lara can side
flip left, roll, and run to the ledge. Or else pull the
lever, turn right, and do a back flip/twist. Run to the
ledge and do a running jump over the rocks with left curve,
land and run all the way down to the edge of the lava, and
leap across. I had problems here with Lara stumbling on the
raised rock at the doorway, so jump quickly to get over the
threshold. Even if the wheel door starts to close Lara can
get through. After a few practice runs one gets the hang of
this. It is possible to get through the door without having
to sprint.
Go forward and
jump up to where a dominatrix is busy whipping a Viking.
Lara turns away and notices something in the fog, right
where the ground is oddly flat. Hidden in the dense fog
is a trapdoor that Lara can open. (Almost no one
could find this or the next secret that were hidden in
mist.) Drop down for Secret #7,
2x revolver ammo
and large medipack. Climb
out.
Continue SE to
more Viking punishments, follow the path. See a Viking in a
cage and a large medipack.
Jump into the opening SE and pick up a
small medipack. Enter a
large cavern. Lava flowing down in rivers, pools of it,
Vikings being repeatedly lowered into it in cages: Lara has
to endure a lot of awful places. Follow the stony pathway
and pick up a shotgun.
On the platform in the middle is a sword piece, but
it’s surrounded by fire and is, for now, unreachable.
Deadly
Spheres
Follow the
walkway and reach a huge pit with a lot of fog in it. Jump
to the right NW to a flat spot. Jump to the following slope
so that Lara slides back and grabs the edge. Shimmy to the
left until you see a triangular area, with Lara at the low
corner. Draw up, turn a little bit to the left and do a
roll. Now you should have the perfect position for the next
jump around the swinging spheres. Press Look and watch them.
When they swing to the left side let go of the Look key and
start running. Jump at the last possible moment and curve
right while in the air, press Ctrl at
the last moment to grab the edge of the block and draw up.
This is one of the most difficult jumps in the game, because
any contact with the spheres results in death for Lara.
It is such a
relief to have made this jump, that there is no thought of
secrets. But notice how heavy the mist is W. Try to find a
push block, or a jump switch, or a crawlspace. There is a
crawlspace, but Lara can't just enter it. She needs to turn
around and back into it, pressing Ctrl because there is a
drop off here. Lara is still cloaked in mist, but go N. Find
a brightly lit room for Secret #8,
with a revolver, 2x revolver ammo
and a large medipack in
it.
Chain Jump
Get back out
and head S to a room with two cages. Jump up SW onto a
triangular patch to see that the cage on the left has a
chain that is climbable. At this point you may hear a harpy
beating its wings and crying out. It should be possible to
reach the chain using a short-takeoff jump from this
triangular area, but I always came up short. Instead I had
Lara return to that flat area of ground before this slope.
Back Lara across this flat area, almost to the slopes that
go up toward the secret area (Lara's left foot will be near
this slope). Align Lara with the chain and the triangular
area. Do a running jump, land on the triangular area, run
across it at its widest spot, and jump to the chain. This
works every time once you find the exact spot for Lara to
start. It is a straight run and jump, no curves.
Once on the
chain have Lara back flip directly S to a flat ledge in the
lava. Jump up E, into the cave, make a standing jump to grab
a ledge to pull up higher. At this point the harpy may show
up, so blast it with the shotgun.
Big Cavern
Again
Go forward and
take in the scene from this new vantage point. Follow right
around the ledge at the wall to where a pull chain is on
fire. Step out on the N edge and look across to the low
entrance. Above it and to the left is a cage with a now open
door. Inside the cage is a ball. Draw pistols and aim for
that cage. Start firing, have Lara crouch while firing, and
see the ball swing back and forth. The fire goes out at the
chain behind Lara. Pull the chain, and see a bridge raise,
so the central platform is now accessible.
On the central
roof use the golden floor lever to open the E door near the
chain, but don't go there yet. If Lara misses this next step
she has to repeat everything with those deadly swinging
spheres all over again to get back here. There are model
Viking ships to the left and right. Standing on the ledge
beside them (not on the roof) push the ships over the edge
to land below. Look down, and see that the ships now block
the fires, so that the piece of the sword can be gotten
later.
Now go in the
E door. Turn around and back flip to grab the ladder. Move
to the lower right portion of this ladder, back flip and
jump to grab the next ladder. Then back flip to land. Go E
to see the first sword piece that Lara can get, now
smothered in fire. There is a bridge with ropes. At the
bottom of the right rope is a curious object. Lara needs to
draw pistols and jump up and down firing at this. Or use the
shotgun, angling it upward. Once hit, the bridge will fall
down and be climbable, for a later exit.
The First
Sword Piece
Do a running
jump left to grab the ledge N. From here jump to the
platform behind the fire-spewing head. Watch the wall to see
when the fire is out. Then have Lara run and jump toward the
sword piece. There are problems here, with Lara being pushed
off into the lava. A solution is to do a jump/twist so that
Lara lands backwards in front of the anvil with the sword
piece. Immediately back flip to get to a safe portion of
this ledge, away from the fire. Now some patience is
required to wait for a time when Lara can safely rush in and
grab the Piece of Sword,
and hop back from the flames.
Lara can now climb the collapsed
bridge as a ladder and exit here. However there is an odd
pickup. Jump to the platform next to the ladder and turn
left. Do a running jump to grab the edge to pull up. Go to
the left corner, to the center of the spot where the
triangular slope meets the even floor and press Ctrl. Lara
picks up an invisible shotgun.
Now get back to the platform in the middle and from
there jump to the fallen bridge or ladder. Climb up and
shoot two harpies with the shotgun.
Slope Jumps
At the end use
the chain to reach a higher level. The next section has
sloping blocks and water that is deadly. Lara needs to aim
for the sloped block to the NW. Some players prefer to do a
running jump to it. I had Lara stand on the slope N, do a
standing jump to the block, bounce off it with a right curve
to land on another slope, and jump to hit a slope W. Press
Ctrl here, otherwise Lara will bounce backward into a bad
position. With Ctrl pressed, Lara slides down facing this
last slope, then at the bottom do a back flip/twist and
curve right to land on that rock in the middle of the lava.
Next jump SW
to the slope, and bounce to the standable rock ahead. From
here do a running jump N, drop down and take the
large medipack at the
right side. Pass through the steam vents. With Lara at full
health, step off into the steam pit. Doing a safety drop
doesn't matter. At the bottom, still alive, take the
large medipack and slide
down into the new area.
Second Sword Piece
We see eight
levers, four on each side. As a test Lara can throw a lever
on the left (W) side, and watch the boulder roll down with
disastrous results. So start by going to the E side and
throw the leftmost of the four levers. A camera shot shows
the second from the right trap door lifts up, but because of
the camera position this will be the second from the left
when looking through the window. Go to the window, and note
the second from the left symbol over the boulder. Now find
that symbol in the switches on this W side. It is the
leftmost lever, the one that is diagonally across from the
lever on the E side. Lara wants to throw the leftmost switch
on the E side, then run diagonally (timed, of course) to the
leftmost switch on the W side to throw it.
Do that now.
Lara throws switch (holding the Look key to prevent the
screen shot), turns slightly, does a back flip/twist,
sprints across. Let up on the sprint key to be able to leap
up to the switch and throw it. If successful one of those
plungers will start going up and down after the boulder
rolls down. If that doesn't happen, well...
Next repeat
this with the rightmost switch on the E side by the Vikings,
and the rightmost switch on the W side, again running
diagonally across.
The remaining
switches are pretty much paired up straight across the room.
The second from the left on the E will be the second from
the right on the W, a straight run. The last will be the
second from the right on the E, with the second from the
left on the W, a straight run. Compared to other tasks,
these timed runs aren't too bad.
After all
switches are activated a Piece
of Sword appears between the two seated Vikings.
That's two. The rest will be easy. Leave this room through
the red door, and make a couple of simple jumps to
platforms. Lara is back where she started.
Third and
Fourth Sword Piece
Straight ahead
N is the third sword piece with a flame blower over it. You
may have already picked this up if you did a bit of
exploring. Do a running jump across the lava, and walk
(crawling is for wimps) over and pick up the
Piece of Sword. Jump back
across the lava.
Now Lara needs
to retrace the steps to that large cavern, and retrieve the
sword piece that was protected by flames. Get through the
opening for the huge wheel door, follow through the mists,
avoid falling into that open trapdoor, to return to the
large cavern and pick up the
Piece of Sword that is between the two Viking ships.
Now Lara has everything. Return the way you just came, jump
the lava twice, and get back to the entrance to hell.
Place the
Sword Pieces
Don't go right
to the trapdoor, but instead take a left and climb up into
the room, then get on a ledge at the wall. Do a running jump
and grab to the ledge with the Viking statue on the N side.
Place the first sword piece. Drop down. The door is now open
to the S, so exit there. Return to the big red doors of the
start. There are two Vikings here that require sword pieces.
Take the broken bridge to the E to find the last Viking for
a sword piece. (Note that the other Viking already has a
whole sword.)
The door
opens. Inside, and to the left on a pedestal is
Amundsen's Key. Go around the biplane to the end of this room to
find a jump switch on the wall, and pull it (but first read
next paragraph). See some lovely camera shots of statues
rising into the air.
Alternative Play
(There
is an alternative play at this point that bypasses the two
difficult jumps from the push block to the golden bridge,
but expends two large medipacks. Lara gets Amundsen's Key,
but must avoid using the jump switch to raise the statues,
as she needs to trigger them from that large area below. It
is indeed possible for Lara to make the long descent if she
is at full health. Outside this room where the two Vikings
stand, Lara can go N to the right-side edge, hang, drop, and
roll. Or there is another spot at those low rocks by the
golden bridge, the point where Lara lands after the
difficult banana jump. At that corner Lara can angle
slightly left, hop back several times, and do a sprint run
off the edge. Hit Ctrl to sail farther to reach a high rock
that is a couple of squares from the wall. This method takes
less health. Explore the rocky terrain, find the top of a
statue S of the bridge, which is distinct from the
surrounding rock. Use only the two end statues of the four,
starting with the most SW statue. When Lara walks on that
statue, it raises with Lara riding on top of it, a cool
effect. At the highest point make the jump to the slope
West, holding down Ctrl in flight. Use the key, enter the
building, and get the White Fleece from the sarcophagus. Climb the ledge N, and from
there a standing jump E. Pick up the
large medipack around the
corner. Jump into the opening N and slide down. Lara again
makes the long drop down, and searches beneath the middle of
the golden bridge for the end statue East. It lifts Lara for an
easy jump to the golden bridge. Skip the next three
paragraphs, and continue.)
The Golden
Bridge—Normal Play
Having thrown
the jump switch to raise the four statues, go back across
the broken bridge to the red doors, and left. Climb up on
the push block that Lara positioned so laboriously at the
beginning of this level. Place Lara on the left side for a
difficult jump to the golden bridge. Side step right then
back left to gain a forward placement equal to about half of
Lara's foot. Do a run and jump without Ctrl to the corner of
the golden bridge.
Go halfway
down the bridge and make a running jump and grab to the
nearest statue. Continue across the statue platforms.
At the end make a jump to the slope West, holding
down Ctrl so that Lara makes more distance. Use the key in
the keyhole to open the door, and go inside.
Approach the
sarcophagus while lovely music plays. Open it to get the
White Fleece. Climb the
ledge N, and from there a standing jump E. Pick up the
large medipack around the
corner. Jump into the opening N and slide down. Get back to
the push block and set Lara up for another difficult jump to
the golden bridge.
Alternative
and Normal Play Merge
Run down the
bridge, minding your own business, and some sort of winged
and tailed creature attacks Lara. Shoot it with the shotgun
while hoping back. At the end of the golden bridge place the
White Fleece, and the gated doors open. First go left to get
a small medipack. Then
from the gate go right and loop around left. Find
two large medipacks by a
glass door that is the exit through which Lara will return
from the next level. Then there is another
large medipack. This is beginning to seem ominous.
The Winged
Demon
The doors open
as Lara approaches. Watch the camera sequences with the
skeletons twirling over flames. The skeletons aren't a
threat to Lara, but something else is. Climb the stairs and
look around. The four pieces of furniture can be moved, but
only one is needed. There are two torches on the ground to
the East. The normal way to play this is to move the
furniture piece in the NE corner and push it W over the
edge. (Actually Lara can wait, because she has a trick to
use, but she might as well move the furniture now.) Drop
down after it, and move the furniture W, stopping before the
drop off for the stairs. Lara can stand on this piece.
Now get one of
those torches E and light it under the skeleton. Go W and
light the two bowls between the two thrones. A winged demon
is released, and things get hectic. This is why there were
all those medipacks. The demon will continually bombard
Lara, and even set Lara on fire, and if it gets too close
can grab Lara and shake the life out of her. This is a
losing battle. So run for your life out the doors and back
down the hallway. The demon will follow Lara. If the demon
gets hung up in the hallway, then have Lara run back,
keeping on the opposite side of the hallway, to lure the
demon onward.
The N part of
the hallway is the crucial part. Lara must tempt the demon
into stooping and entering here, near the corner. Once that
happens the demon is trapped. The low ceiling will prevent
the demon from following Lara as she runs back down the
hallway S to the main room. Lara is free to complete the
needed tasks without interference. All of this can be done
with very little health lost.
Final Tasks
In the main
room light the bowls in the alcoves SE, SW, and also NW.
Lastly there is a high alcove over the stairs. Lara can jump
to it by standing on that furniture. When all of these bowls
have been lit Lara can drop the torch. A doorway in the
middle of the S wall opens. Save the game because Lara needs
to be careful not to accidentally enter the next level. Go
into the first room S, then into the next doorway for about
two squares (much further and Lara hits the trigger for the
next level).
Turn around
and run back to the main room. Look straight across to the
high alcove over the stairs. See the dancing statue for the
secret against a red backdrop. Climb on the furniture and
jump back into that alcove and enter
Secret #9. Pick up
Uzi clips,
large medipack,
revolver ammo, lasersight, and
most importantly Bonus Key #4.
Jump back to
the furniture and down. Return to the exit in the S doorway.
This time keep going until Lara enters the next level. The
author has set a pattern as the third and fourth Bonus Keys
were both right at the end of their levels. Taras has
certainly lulled us into believing that we don't have to
worry about Bonus Key #5 until much later on.
Level 5: Heroes
Three
secrets, including Secret Bonus Key #5
Secret
Bonus Key #5
Jump into the
water and pick up the small
medipack. Go out of the water on the other side and
through a narrow corridor where three spiked balls will drop
down. Pass the first and stop before the second (darker
section). Light a flare and run a bit to trigger the ball
from the left or right sides; quickly roll (try to land just
behind the ball) and take a standing jump W to the alcove
above (no grab) before the spikes appear; continue through
the dark passage to get Secret #10:
in the water a large medipack,
flares,
in the alcove above 3x
shotgun ammo,
shotgun, and on the other side the last Bonus
Key #5. Exit through the E underwater passage, pull
the yellow underwater switch and in the next pool get out of
the water in SE corner. Pick up the
flares at the end of the
corridor and return to open the grated trapdoor in the
middle. Drop down and prepare yourself for another tricky
task.
Circular
blades and breakable tiles
At the bottom
of the ramp you'll find a series of breakable tiles and
circular blades (with a deadly floor below, of course) so
you can't stop too much to time the blades. Situate Lara to
the left at the top of the ramp and slide; jump with a right
curve a bit before you reach the bottom so she doesn't shake
when landing and you can immediately run to the right over
the first breakable tile taking a running jump to the next.
You'll have to be lucky and take running jumps when reaching
the blades the best you can. You even can save your game
after each blade when jumping to the next if you're fast
enough, and use medipacks if necessary. The first time it
seems difficult, but it can take few tries at last.
The barrels in
the next room are shootable, and one of them contains 2 x
Uzi ammo. To safety drop
to ground floor in the pit, jump to the sloped ledge to the
right and when sliding grab in last moment when falling
(without grab the edge) to land onto the slope below, grab
its edge and drop to the ground. Enter into the...
Aquariums
Area
Climb the S
ladder and grab the monkeyswing at SE corner of the roof to
reach the E side. Jump into the first aquarium and pick up
the Twins' Key 1 at the bottom. Return to the main room and use the
key in the keyhole behind the pillar in SW corner. This
raises a cage near the entrance of this room so go there,
jump to its top (from the W ledge), and jump to the roof
above the entrance; press the yellow button to open a
trapdoor in the central pool; go there, dive E and look for
an air hole in the ceiling at the end. Once out of the water
pick up a large medipack
in the crawlspace to your right. Continue and in the next
small room there are two brown moveable blocks, N and S.
Push the N block twice to a niche behind; in this new
passage there's another block to your left, pull it once,
return to the small room and pull the S block out and aside
to clear the way. Enter, jump the small pit and push the
block to your right (the one you've moved seconds ago) twice
to the niche behind. Turn around and pull the last block
near the small pit once to open the passage between the
aquariums. Return to the main room, go to the first aquarium
like you did before, jump into the water and dive through
the N opening to the second aquarium. You can't see it, but
there's a second Twins' Key 2
at the bottom in the central tile near the glass. Pick it
up, return to the main room and use it in the keyhole behind
the ladder to raise the big picture in E wall revealing a
new passage. Go there, climb a long ladder, up the stairs
pick up another large medipack
and in the next room press the yellow button in SE corner to
open the door giving you access to the city.
The R
tablet
Enter and pick
up the flares to your
left. Go to the other side and through the big opening under
the arches; one of the two fountains there is really a
switch; pull it to open the nearby grated door. Enter and
pick up the Lost Key
under a bush (you'll have to duck to do it). Return to the
main street and go S and left (E) to find two Vikings in a
niches in left and right sides. Behind the Viking to your
left there is a moveable block; push it to clear the way and
climb the ladder; shoot the barrels to pick up a
shotgun and pull the
switch to open the W door. From here a jump to the N ledge
in the corner, a running jump to the next W ledge, shoot the
S balustrade and jump there, another jump to the ledge with
the statue and a final curved jump W around the corner to
the top of the arch to get Secret #11: a large medipack and
revolver ammo. Drop to
ground floor and use the key in the keyhole behind the
balustrade to open the door. Inside in SE corner there is
one of the four tablets you need: the
R Tablet. You'll be back here later.
The L
Tablet
Go outside and
left (W) through the arch below the secret to another area
where you'll shoot a dog. Go through the second corridor to
the left passing the arch and shoot another dog. Light a
flare or use the binoculars to discover a high opening to
your left in the middle of the corridor. Hoist up there, go
left and a door opens for you (walk over the central tiles).
In the next room shoot the barrels to get
flares and a
large medipack. Pull the
switch to open the E door and move the crate left of the
switch to throw it through this open door to the street
below. Drop there and move the crate all the way N in front
of the pot with the green plant. Climb the crate and jump to
the S ledge; climb the S roof and pick up the
large medipack; approach
to the N edge of the roof and shoot the balustrade of the N
balcony. Now you must take a running jump to that balcony
from the W side where the golden statue is. This is another
very tricky jump. I did it beginning to run one or two tiles
back from the statue; run like fool over the tile with the
statue pressing "Alt" in the very last moment at the very
corner, keep pressing Up Arrow all the time while in the air
and trying to jump to the very corner without curving in the
air. Once there pick up the L tablet. Safety drop to the street.
The first A
tablet
Go SE up the
stairs and continue to a big courtyard with hanging ropes
where you'll have to place your tablets later. Left (N) is a
high balcony to which Lara must swing. To prepare the way,
combine the revolver and lasersight and shoot the center
railings of that balcony. Then go down the stairs beneath it
(N) and to the left (W) pick up
shotgun and revolver ammo. Run to the other side (E)
and continue to a small courtyard. Climb the NW ladder and
jump back to the balcony behind; pick up 2 x
large medipack and shoot
the balustrade of this and W balcony in the other side of
the street too. Jump there and approach to its N ledge to
see a dark crawlspace around the corner. Jump there with a
left curve and crawl to the other side to find a switch;
pull it to open a nearby door, go north to find the first
A Tablet. Also two golden
grated doors are now open to give you a shortcut to the
beginning of the level area (for later). Go S to return to
the large courtyard.
The second
A tablet
Run in a SW
direction to find a ladder in S wall; climb the ladder and
jump back to the ledge behind. Jump to the ledge behind the
arch and take a running jump N-NW to grab the first rope.
Now a tricky swing E to grab the next, another tricky swing
to grab the N rope and a last tricky swing to land onto the
balcony with a large medipack
and the second A Tablet.
Try not to align the ropes, but turn a bit left and swing to
the highest position; when Lara jumps she will turn a bit to
the right. Also try not to jump very high in the last jump
to the balcony so Lara doesn't hit the ceiling. Save after
each jump if necessary.
Jump to ground
floor (watch your health before jumping) and go W to place
the tablets in its receptacles to open the big doors. But
don't go there yet. Do you remember the shortcut to return
to the entrance of the city? Go there and into the room you
picked up the first tablet; in the E wall the large painting
has moved itself to the right, revealing a niche which was
behind. Climb there and pull the switch to release another
rope in the large courtyard. Return there, climb the S
ladder again and jump to the new released rope from the SW
corner of the ledge; swing to the N balcony to get
Secret #12:
flares, a
large medipack, the
revolver and
revolver ammo. Jump to
ground floor taking some damage again and go up the stairs
through the big open doors W.
The First
Chain
Watch the
flyby carefully when entering in another very huge
courtyard; it will give you some hints. Your goal here is to
pull four chains to open the doors of the W building near
the airship. Let's go. Run to the large central pool and
pick up a revolver and
revolver ammo. Go to the far W wall to find the
lasersight in another
pool. Turn around and climb the wide ladder behind you to
the high gazebo with the telescope you saw in the flyby and
pull the First Chain. Don't climb down yet; go to the left
of the telescope and use the binoculars to spot a hanging
ball high in a small opening in the building to your left.
Shoot it to open the doors of that building. Now climb down
the ladder and go there.
The Second
Chain
Climb up the
stairs and find an opening in the ceiling in NW corner.
Hoist up and in the room above pull the second chain in NW
corner. Go to the S balcony, turn around and climb to the
higher floor. Go to the W golden statue and climb the ledge
where it is; from the SE corner jump NW to grab the edge of
the highest floor (or drop, grab the edge, shimmy left
around the corner and use the N ledge behind the statue). Go
to the N side of the building and use a kind of grey
book-switch there to open the doors of the S building. Now
go to the E side and use the purple wings (zipline) to reach
the E building (beware when landing, don't wait to the very
end so you don't fall).
The Third
chain
Crawl and go
to the other side but don't use the ladder; go to the SE
corner hang and drop to the ledge below. Now take a running
jump N-NW to the most N alcove, pull the switch behind the
pillar there to raise a block in the floor above. Now take a
running jump to grab the ladder, climb to the top of the
raised block, turn around and another running jump to grab
the W ledge of the upper floor. Pull the Third Chain in SE
corner. Use the ladder to go to ground floor (grab from the
edge above the raised block, release and grab again), the
door is now open there; go out and S to the remaining
building.
The Fourth
Chain
Climb the S
ladder near the fountain to the next floor, go E and up the
stairs there to the next floor, straight W to the outside
terrace and around the building to its E side. Look up to
see an high wooden door W. Soot it with revolver +
lasersight and climb there to pull the last chain. Finally
the doors of the W building open so descend to the courtyard
and go there.
The
Mausoleum
In this
beautiful building there are many sarcophagus with Italian
names. Go to the N side where the Hugo Lago's sarcophagus
is, jump back over the E rhombic sloped ledge, slide, jump
and grab the edge of the ledge with his tomb. Hoist up, turn
around and take a running jump to the SE brown ledges; from
here, another running jump to the ledge above the entrance
door, climb the E windows sill and another running jump S-SW
to the ledge where the Ettore Arduino's sarcophagus is. Drop
and grab the edge of the ledge from the S side and shimmy
left to the other side. From here you can take a running
jump to the top of the hanging ball with the fire and see
what happens. Jump to the W ledge and pick up the
Andvaranautr (a ring) and
safety drop to the floor. You couldn't see it, but big
grated doors have opened in E wall near the NE building so,
go there and slide down the ramp to the next level.
Skidbladnir—Epilogue
If you don't
have all five secret keys, you can pull the switch and go to
the right to return to the golden bridge from level 4.
Advance over the bridge (you don't need the
pickups) and see the final
animation to finish this extraordinary adventure. If you
have the five secret keys you can go left of the switch to
the room where you can place them (pick up the
large medipack); a door
opens in the corner. Pick up another
large medipack and walk to
the teleporter which will lead you to...
Level 6: Gramr—Bonus
Level
No secrets
Freezing
Sea
Lara steps
into the right teleporter and is magically taken to an
island dusted by snow in the middle of a freezing sea. There
are ships in the distance, and strange structures at the
cardinal compass points. On a central pedestal is the sword
Gramr, the object of this quest. Currently (ouch) it is
protected by electric energy. The water is not only frigid,
but is inhabited with voracious fish. Lara is going for some
swims.
Runes
First run over
to the E and look on the right side of the building for the
first rune. Make a copy of this on a notepad. There are a
total of four runes to get. Dive into freezing water on this
side (E), swim beneath the island, and locate the next
rune—looks like an R. Get out of the water fast, and make a
note of that rune.
Go to the SW
corner of this little island. Look S with the binoculars to
spot the next rune on the side of the building. Standing in
the same spot, turn and look W to spot the rune low down,
hidden by sloping rock at the water's surface. Make a
running jump into the water, and swim far enough to see the
rune, which looks a bit like the track made by a penguin.
Get back to the island, probably losing health.
Having spotted
the four runes, go N, dive in, and swim under the structure
ahead. On the other side find the middle sloping blocks
where Lara can pull up to bounce between them, angling jumps
to land on the ledge. Go to the front of the building and
pull the switch left of the door to find the rune matrix.
Lara needs to jump on the four found runes and no others.
Two of the runes are in the back corners. The other two are
in the middle row. I found the short-takeoff jump helpful to
keep Lara from running over the edge of a tile. That is,
hold down shift, start to take a step forward, release shift
and immediately press jump (Alt). Use this and standing
jumps to land on all four runes.
When Lara
jumps back from the rune matrix to the ledge there is a
screenshot of an open trapdoor under the structure directly
across to the S. Swim to the island, run across, swim S and
beneath to find the trapdoor. Inside, the lever is by the
door. Go right, jump and grab the overhead walkway, hoist up
and follow to the next structure.
(From the
walkway Lara can reach the teleporter on the ledge, but she
doesn't have the sword yet. This is a challenge level to get
the sword, but now at any time Lara can simply use the
teleporter to continue the main game. There is no game play
penalty, although if Lara returns with the sword one may
assume she gets nicer accommodations on the Viking ship at
the end.)
Trapdoor
Challenge
At the end
structure do a standing jump and grab and pull onto the
ledge. Go right, look on the E side of the building for the
jump switch beneath Lara. Hang from the ledge, drop to pull
the jump switch, go around to the open door. Climb the chain
until Lara is within the side opening, then back flip W. On
the wire walkway, run along and jump to the parallel
walkway, going back to the N building. Drop to the ledge and
go to the SW corner. The run over collapsing trapdoors takes
some practice.
Lara can stand
in the middle of the block, or a bit forward, and stand jump
to the trapdoor as it is raising up. Run diagonally along
the trapdoor and jump at its corner to make the corner of
the next trapdoor. (Soul has a video demonstrating this
technique.) I tried to save during Lara's leap, but then she
always came up short when reloading the game. I could save
while Lara was running, but this may have shortened the time
Lara had for the last trapdoor. If Lara can make the
trapdoor run in one fluid sequence it is best.
The Sword
Gramr
Once safely on
the ledge, go around to the W side of the building where
Lara can pull up. Descend the ladder inside, hang from the
bottom edge, drop. With Lara facing N, turn the wheel
several times or more. In the screenshot you see Lara in the
distance, and will have to guide her actions from this. In
the foreground you see a high platform closing to shield the
sword from lightning strikes. (The sword only looks like
it's on fire. Normally, turning a wheel starts a timed
sequence, but not here.) Lara runs out the door and leaps
into the water, soon getting a proper viewpoint back.
Surface and pull up at the island, run to grab the sword
Gramr on the pedestal and
hop back.
Swim S to the
underwater trapdoor and go around to pull up on the walkway.
This time get to the upper ledge of this building, where
Lara steps into the teleporter.
Skidbladnir—Epilogue
Take the
corridors by the only route into familiar territory, and
come out where the gates have opened once again to the
golden bridge. See Uzis, shotgun, revolvers, medipacks: they
have no use now, but will the adventure continue? As Lara
walks by them we see the final tantalizing animation. The
magical ship appears to take Lara. And one must be sad that
this remarkable and enchanted adventure has come to The End.
Congratulations to the author for this superb achievement.
03 July 2009
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