LEVEL 5: JAN MAYEN ISLAND - PART 2: VALHALLA
Health Items: 12 Treasures: 24 Relics:
1 Keys/Puzzle Items: 0
CLIMBING DOWN THE TOWER: Descending is a bit
easier than ascending. First, hang from the ledge and drop
to grab one of the horizontal poles. Now you can quickly
drop down to each of the lower poles in turn, though you may
need to use the saving grab maneuver (Interact) each time to
keep Lara from losing her grip. Once Lara is hanging from
the lowest of the three poles, climb inward toward the tower
and drop to grab one of the small, light-colored handholds.
Here Lara is safe from the steam vents, so there's no need
to hurry. Wait for a handhold to pass below and drop to grab
it. Then drop to the SECOND TIER ledge.
Hang from the edge, wait for one of the horizontal poles
to pass below and drop to grab it. Now you can climb inward
toward the tower and use the handholds to climb down, or
just wait for another horizontal pole to pass beneath this
one and then drop to grab it. You'll definitely need the
saving grab after this long drop
to keep Lara from slipping. Climb inward along the pole
toward the tower. When the pole passes above the four
stacked handholds, drop down to grab the nearest one and
then drop four more times to reach the FIRST TIER ledge.
Again, hang from the edge, wait for one of the horizontal
poles to pass below and drop to grab it. Climb in toward the
tower. Wait for a handhold to pass below and drop down to
grab it. Wait for a pole and drop to grab it. Climb in
toward the tower if necessary and then drop to grab the next
handhold that passes below. Then wait for this ring to
rotate a little farther so you can drop and grab the lowest
handhold. Drop from there to the ground.
ENTERING VALHALLA: Approach the
gate, grab onto it and step to
the right to slide it open. The map below shows the layout
of the next area. All items and other points of interest are
noted. Only the thralls are listed as enemies, though I have
noted bat encounters in the walkthrough text.

XBOX 360 ACHIEVEMENT: To
unlock the Xbox 360 Speed Demon III and IV achievements, you
must drive through the maze in under 40 seconds. I'm not
sure if the timer starts when you open the door or after
passing the first checkpoint, but the goal is to get from
the entrance to the end of the hallway just below the exit
from the maze (i.e., between areas 9 and 12,
following the path marked with green dots on the map). Note
that in order to unlock all four Speed Demon achievements,
you must complete each of the speed runs in order during the
same play-through. So if you've gotten the other two, you
will get the third and fourth here simultaneously.
DARK MAZE OF HALLWAYS: Just inside the gate on the
right (in the area marked 1 on the map) are some
breakable jars, one of which
holds a treasure (7/30). There's
another treasure (8/30) ahead on
the left, just before the ramp leading down.
Take care as you approach though. There's a
Viking thrall in the hall below,
as well as a flock of bats ready
to drop down from the ceiling. If you go forward slowly, you
can shoot the bats, then get a lock on the thrall and back
away shooting. Or, run down the thrall with the motorcycle
and then shoot the bats. When the coast is clear, continue
deeper into the maze of dark hallways.
After picking up the two treasures nearest the entrance,
go down the first ramp into the hallway below. At the bottom
of the ramp on the left you'll find a jar with another
treasure (9/30) tucked into a
corner. Just ahead, the passage comes to a T (area 2
on the map). Go around the pile of rocks on the right to
find another treasure (10/30.
It's lying on the floor between a pair of
empty jars.
Now turn around, so the hallway leading back to the
entrance is on Lara's left, and continue straight ahead.
You'll need the motorcycle later on, but at this point it
doesn't really matter whether you proceed on foot or on the
bike. There isn't a lot of room to maneuver in these narrow
halls, but the speed burst works very well to crush
Viking thralls. When you see a thrall approaching, point
the bike towards it, and as you wait for it to approach,
hold the brake (Jump) and rev the engine (Forward). Then,
when the thrall is right in front of you, release the brake
and zoom forward with plenty of crushing power. If you're
not a great driver, or just prefer more agility in combat,
leave the motorcycle at the T intersection and return for it
later.
At the next corner (3 on the map), the hall turns
to the right, and there are 2 Viking
thralls in the distance. As with the earlier thrall,
you can lure them back down the hall, shooting with pistols
as you go, run them over, or just step right in and dispatch
them with a stronger weapon. (You may want to save the
shotgun for later, though. There's another area ahead where
it'll come in handy.)
At the foot of the ramp on the right, there's a
treasure (11/30) lying on the
floor near some empty jars, and
another treasure (12/30) just
around the corner to the left, behind some rocks. (This is
area 4 on the map.)
The large stone door at the
end of the hall doesn't open yet, but if you approach it,
you can hear the groaning of thralls from the other side.
You'll return here in a bit. For now, turn so the doors are
behind Lara, go to the left at the intersection. Ahead,
beyond the stone arch, is a dead end where a cave-in blocks
the passage. Get the health potion
in the far left corner and 2 treasures
(13 and 14/30) on the right.
Now backtrack along the hallway to the first T
intersection near the entrance (2 on the map). If you
didn't get it when you passed this way earlier, pick up
treasure #10 from the floor behind the rocks on the right.
And, if you left the motorcycle here, get it now. With the
hall leading to the entrance on Lara's right, drive forward
and around the corner to the left.
Ahead is another ramp leading down (to the area marked
5 on the map). Here you'll encounter
2 Viking thralls—one straight ahead beyond the stone
slopes partially blocking the hallway, another in the hall
on the right. Again, drive over them or shoot them, as you
please, just make sure to destroy the corpses when you're
finished.
When you've dealt with these enemies, pick up another
treasure (15/30) in a
breakable jar at the bottom of
the ramp that leads back toward the entrance.
Turn around, so the ramp is directly behind Lara, and
continue forward, past the hall leading off to the right,
and over the rough stone slopes. Round the corner to the
left, go under the stone archway and get another
treasure (16/30) and a
health potion, both on the left
side of the passageway. (This is area 6 on the map.)
Return to the previous intersection, just beyond the
ramps made of rough stone slabs (5 on the map), and
turn left.
At the next T intersection (7 on the map), you'll
meet a flock of bats and another
thrall, which approaches from the
left. A second thrall waits
farther along the hall to the left, beyond another set of
rock-slab ramps. So if you decide to run down the first
thrall with the motorcycle, use the speed-burst technique
described above, or prepare to run on into the second
thrall.
And, if you're treasure hunting, you'll want to go back
to the T intersection (7 on the map) and go straight
ahead to the end, where fallen rocks partially block the
passage. Roll through the low opening to find another
treasure (17/30). Then roll back
out into the hall and continue forward to the next
intersection (8 on the map).
Another Viking thrall comes
from the hall to the left, and 3 more
thralls lurk in the area beyond the rock-slab ramps
and arch, farther along that hallway (9 on the map).
After dealing with the first thrall, I recommend getting off
the bike and carefully climbing the rocks on foot in order
to lure the other thralls out one by one. This is much
easier than fighting all three at once, bike or no bike.
When the coast is clear, there are several pick-ups to be
had here. At the intersection where you encountered the
first thrall (8 on the map), one hallway leads to a
cave-in. Here you'll find a treasure
(18/30) on the floor to the left.
The hallway that leads away from the stone-slab ramps and
archway dead-ends at a large stone
door (marked 10 on the map). This doesn't open
yet, but make a mental note of its location. You'll return
there shortly.
For now, climb over the first stone ramp and look down to
the left to spot another jar containing a
treasure (19/30). Then go back
and get the motorcycle. Use the first rock-slab ramp to jump
the bike over the next pile of rocks. Then continue beneath
the rough stone arch to the intersection (9 on the
map).
There's another thrall on the
high ledge to the right (12 on the map). If you
advance slowly, you can get a lock on it with pistols, even
though the targeting reticule is still gray, and do quite a
bit of damage before it notices Lara. Then, when the
reticule turns red and the thrall drops down and comes
toward you, finish it off and stomp on its bones.
The exit from this area is beyond the ledge where
the thrall was standing. Don't go there yet, though. You've
a few more goodies to collect first.
At the four-way intersection (9 on the map), one
of the hallways is blocked by a cave-in. Stand with the
cave-in on Lara's left and go forward. There's a
gold-bound wooden pole lying on
the floor here. You'll need that soon, but leave it for now.
Roll through the low opening ahead and get a
health potion, as well as a
treasure (20/30), in the
dead-end area beyond. Return through the low opening to the
hallway and go forward toward the rock-slab ramps and
archway.
NOTE: If you're not
collecting treasures, you can skip the next section and
continue with the retrieval of the relic, below. However,
you may want to use the race to the treasure as practice for
getting the relic, which involves a similar process.
FIRST TIMED DOOR AND TREASURE #21: Just to the
left of the first ramp, there's a
moveable stone block. Grab it, pull it along the
hallway, and place it below the wooden
pole sticking out of the wall, leaving some space
between the block and the wall. Park the motorcycle beneath
the pole, facing the stone ramps and archway, and leaving a
gap between the wall and the bike.
Climb onto the block and jump to grab the pole. Lara's
weight pulls it down, opening the huge
stone door at the end of the hallway (10 on
the map). The door is on a timer. When you activate the
mechanism, it begins to open, but only remains open for a
short while. In order to get there in time, you can't wait
for the doors to open all the way. As soon as the pole
lowers all the way, drop down and hop on the motorcycle.
Race straight forward beneath the stone arch, up the ramp
and over the rocks, then straight on through the door before
it closes. If you don't make it the first time, drive back
to the block and pole, park the bike in position and try
again.
Beyond the big door you'll find a
health potion and treasure
(21/30). You'll also encounter several
small spiders. Deal with them, get the goodies and
then pull the switch near the
door to re-open it. Drive straight back to the intersection
with the pole and movable block.
SECOND TIMED DOOR AND RELIC: Now move the
stone block from beneath the
pole toward the metal socket on the wall on the other side
of the hallway that leads to the exit from the area. Pick up
the wooden pole lying on the
floor, climb onto the block and insert the pole into the
hole (Interact button). Hop down and pull the block away
from the wall. Leave enough space between the block and the
wall to park the motorcycle and still have room for Lara to
drop from the pole to the floor.
Now comes a more complicated timed ride. The route from
here to the relic is marked with red dots on the map above.
Remember the big door you saw on the other side of the maze
(in area 4 on the map)? This level's RELIC is hidden
behind that door (11 on the map). Pulling down this
pole opens the door and, like
the door concealing treasure #21, it closes after a short
time. Once you have the block and bike in position, climb
onto the block, jump to grab the pole and let Lara's weight
pull it all the way down. (If you don't let the pole descend
all the way, the door won't open at all.) You'll hear a
distant thump, followed by rumbling as the door mechanism
starts to work.
When that happens, immediately drop down and get on the
motorcycle. Race straight forward, under the arch made of
stone slabs and up the ramp directly ahead. When you've
cleared the rocks beyond the ramp, instead of continuing
straight toward the first timed door, make a wide turn into
the hallway on the right. Aim for the left side of this
hallway to avoid the rocks that partially block the way.
Beyond those rocks you'll see the dead-end with the low
opening where you found treasure #17. Turn right into the
hallway before you reach that dead end. Continue straight on
to the next T intersection. Turn left there and go up the
ramp. At the top, turn right and continue straight ahead,
passing the hall leading back to the entrance on the left.
At the end of this hallway, turn right. Just ahead is the
ramp leading down toward the rocks and the relic room.
Two of the 4 Viking thralls
that had been inside the room will now have wandered into
the hallway. Run over them only if they happen to be right
in your path. Otherwise, just ignore them and keep going.
Continue down the ramp and veer to the left through the
narrow gap between the rocks and the corner. Then race
forward to get through the door before it closes.
To recap, from the pole to the relic, it's straight
forward, then right, right, left, right, straight, right and
finally left to the door.
If you don't make it through the door the first time,
you'll probably still have to fight two thralls in the
hallway. But then you'll only have to deal with two more
when you do make it. Return to the block and pole and try
again.
Once you manage to get inside, take the
RELIC, as well as a
health potion. Use the
switch near the door to open it
so you can get out. If you didn't kill all
4 thralls either before or after
entering the relic room, watch out for any stragglers
outside. Return to the area with the block and poles.
EXITING THE MAZE: When you've finished here, enter
the hallway between the two gold-bound wooden poles. If you
didn't kill the first thrall on
the ledge here earlier (marked 12 on the map), do
that now. When it's completely dead, go to the end of this
short hallway. You'll have to leave the motorcycle here and
proceed on foot. Just below the ledge on the right is a
narrow space you can use to chimney jump to grab the edge of
the ledge above. Pull up, turn around and jump over to the
wide ledge where the thrall was standing earlier. Head
forward toward the light.
ENTERING THE MECHANICAL HAMMER ROOM: There are
2 Viking thralls on the walkway
ahead. As you approach, one of the thralls comes toward you.
If you back away shooting as soon as you get a lock on it,
you should be able to soften it up quite a bit before it
reaches Lara. Finish it off and stomp on its bones to put it
down for good.
The other thrall will ignore Lara as you pick up a few
goodies: a health potion on the
left side of the anteroom between the hallway and the big
room with the walkways, and a treasure
(22/30) in a breakable jar just
inside the big room on the left.
MECHANICAL HAMMER ROOM - SCARY SLIDE AND COLUMN
CLIMBING: Step out onto the walkway and head toward the
lone thrall. When Lara reaches the slightly elevated section
of floor, a cut scene shows the huge
hammers above begin to work. One of them swings down,
smashing the walkway, and the hapless thrall in the process.
Without the rest of the walkway to support it, the section
on which Lara is standing pitches forward. At this point
time slows for a situational adrenaline sequence:
Wait a second or two for Lara to slide forward along the
tilting walkway. Then, just before she reaches the end,
press Jump to make her leap forward and grab the handhold on
the square pillar ahead. If you jump too soon or too late,
Lara falls into the abyss and
the game reloads at the previous checkpoint.
When you successfully make the jump, time goes back to
normal, but you can't hesitate here. The
handhold starts to crack, so
quickly climb around the corner to the left before there's
nothing left to hold onto. Tap Interact in time with Lara's
movements to make her go faster. Then, when you reach the
end, jump to the left to grab the handhold on the next
pillar. This one does not crumble, so you have a moment to
catch your breath.
Drop and grab the horizontal pole below. This
pole is unstable and begins to
break under Lara's weight. Swiftly climb out to the end
before it breaks off. When it does, Lara will land on the
angled column below and start to slide. Wait until she's
almost at the bottom of the slope and then jump to land on
the metal beam ahead. This beam is solid, so you now can
relax and take your time.




Walk to the other end of the beam and grab the handhold
on the column ahead. Climb all the way around to the other
side of the column and drop down onto the next horizontal
beam. Look ahead to the next column to spot and shoot the
giant spider crawling up the
right side of it. Now walk to the end of the beam. It
doesn't quite reach the next column, so jump forward to grab
the handhold there.
Climb around to the other side of the column, either by
hanging and traversing or by pulling up and sidestepping
along the narrow ledge. When you reach the other side,
there's a gap in the ledge. In
order to get past it, you need to stand on the ledge, and
jump to the right (Lara's left). Rather than landing on her
feet beyond the gap, she'll grab the ledge. Then you can
pull up again and continue sidestepping around the corner to
the right.
There's a short beam below running between this column
and the next, but that's not where you're headed. Instead
chimney jump between the two columns to reach the top and
grab onto the walkway above the spot where Lara had just
been standing.
NOTE: From this elevated
walkway, it's possible to jump across to the nearest doorway
leading to the side rooms (i.e., ROOM 6 on the map below).
It's ahead on the right when you first pull up after the
chimney jump. However, the treasure in that room cannot be
reached from below. You'll come at it from above later. So
just continue following the walkthrough as written.
MORE COLUMN CLIMBING: Now that you've reached the
elevated walkway again, turn around and jump to grab the
sloping handhold on the nearby column. Climb around the
corner to the left. Watch out for giant
spiders as you go. You may see one down below on the
beam between this column and the walkway support. If you
equip the pistols, you can shoot them one-handed while
hanging from the column. Climb along to the left, past the
gap in the handhold. Then drop to grab the corner handhold
below. Climb back to the right just a little and then drop
once more to grab the next handhold below.
Pull up to stand on the narrow ledge. Step to the left
and then jump to the left to grab the narrow ledge on the
next column. Climb to the left a bit and then drop onto the
horizontal beam below. Walk forward and shoot
another spider off the column
ahead. Walk to the end of the beam and jump forward to grab
the ledge on the next column. Traverse around the corner to
the left (Lara's right), then the next corner. Drop onto the
beam below. Walk to the end and then jump to land on the
small metal projection ahead. Jump from there to grab the
handhold on the next column. Pull up and sidestep around the
corner to the left. Again, ignore the short beam below and
chimney jump up the columns to reach the top of the shorter
one. Turn right, so the taller column you just used to
chimney jump is behind Lara) and jump to grab the edge of
the slightly higher ledge ahead. Pull up.
Run forward toward the end of the ledge, where you can
see a health potion. As you go,
the walkway breaks away under
Lara's feet. Just keep running until you reach the health.
That part of the ledge is safe. Immediately turn left and
shoot the giant spider in the
doorway ahead. Then pick up the potion.
The map below shows the general LAYOUT OF THE
MECHANICAL HAMMER ROOM and the various small rooms that
connect to it. These are numbered on the map in the order
you will visit them. Health potions (H) and treasures (T)
are also indicated on the map.

FIRST SMALL ROOM - BLUE POOL: Jump across the gap
to the walkway with the spider. Kill a few
pesky bats from outside the
doorway. As you enter the room, a Viking
thrall rises out of the glowing
blue water. If you run forward and blast it with the
shotgun as it materializes, it will fall back into the pool
and dissolve. In case you didn't guess it, this
water is deadly, just like the
stuff in the Jörmungandr pool. So, no swimming.
The only useful thing here is the
treasure (23/30) in the jar
beside the door. Get it and then return outside to the
walkway. Jump back to the ledge where you found the health.
Turn right, go to the end of the walkway and jump the gap
where the walkway broke away earlier. Then follow the
L-shaped walkway around to the next doorway.
SECOND SMALL ROOM – GEARS AND WEIGHTS: Advance
with guns drawn. If you go cautiously, you can kill the 2
giant spiders inside before they reach Lara. Otherwise, try
and jump past them into the room so you have space to
maneuver and don't accidentally fall off the walkway. Just
inside the room on the left are some
breakable jars, one of which contains a
treasure (24/30).
This room is one of several housing the
huge gears and counterweights
that drive the giant hammers. Approach either of the big,
stone weights. Don't stand too
close or Lara will get hurt when the weight comes down. When
it does, step forward and jump to grab the iron band around
the middle of the weight. Jump straight up to grab the
higher band. Then ride the weight upward. At the top, jump
back to grab one of the moving metal
shafts connecting the two highest gears. As the gears
rotate, pull up to squat on top of the shaft. When it
reaches its highest position, jump straight up to grab the
chain above. The chain moves
toward the ledge where you're headed. So you can just hang
on for the ride or go faster by climbing hand over hand
along the chain. When you reach the ledge drop onto it.
Pick up the health potion on
the right side of the ledge. Then enter the hallway leading
back to the MECHANICAL HAMMER ROOM. Avoid the
metal rollers on the floor. To
get past them, stand a few steps away and jump forward to
grab the bar above the first set of rollers. Swing, jump and
grab the second bar, then the third and finally the fourth,
which is a bit higher than the others. Pull up on top of the
bar and wait here for the giant hammer
to approach. When it does, jump forward to grab onto it.
(You can also swing on the bar and jump to grab the hammer.)
When the hammer swings forward, stay in the middle of it
for now. A flock of bats appears
to the right. Shoot as many as you can while clinging to the
hammer as it swings back and forth. When the hammer again
returns to the doorway where you started and starts to swing
forward again, climb around to the right side of it. Climb
as far to the right as you can go before the hammer swings
back toward the doorway. Then, wait for the hammer to swing
all the way to the far side of the room again and jump to
grab the handholds on the wall next to where it strikes.
Shoot any remaining bats while
hanging here.

NOTE: If Lara dies before
reaching the next checkpoint, don't forget to pick up the
health potion on the ledge at the top of the gear room
again.
THIRD SMALL ROOM – GEARS AND WEIGHTS: Traverse
along the narrow ledge to the right. Climb as far as Lara
will go and then jump to grab the side of the huge hammer
lodged in the doorway. Pull up and drop down in the doorway
behind the hammer.
Step forward toward the metal
rollers and try and shoot the
bats in the next room from here. It will make things
less complicated as you navigate the roller trap. Jump over
the first set of rollers then duck under the next set. Stand
up just before reaching the third set and then jump over
them.
Enter the gear room and pick up a
health potion on the left side of the ledge and a
treasure (25/30) on the right.
Stand at the edge and look down. If you press the Target
Lock button, Lara can probably spot and kill the
giant spider on the floor below,
even if you can't see it.
To get down to the floor, grab the chain on the right,
when facing the weights, and climb hand over hand toward the
huge gears with the metal shafts connecting them. Position
Lara above the highest shaft and drop to grab it. Climb to
the left or right if necessary to position Lara so she's
squarely facing the stone weight.
Swing, jump and grab it. Once Lara is hanging from it, it
sinks to the floor.
Drop down and deal with that spider now if you didn't
kill it earlier, along with its 2
arachnid sisters that crawl in through the hole above
the ruined doorway.
STARTING THE THIRD HAMMER IN MOTION: When the
coast is clear, locate the rough stone
block in the corner jammed beneath one of the gears.
(It's on the right if Lara is facing the partially blocked
doorway.) Pull it out from beneath the gear to start things
moving again.
NOTE: If you're not
interested in the treasures, skip the next paragraph.
If you are treasure hunting, push the block up against
the stones blocking the doorway and use it for a boost to
reach the opening. Drop down on the other side and get ready
to blast another giant spider
that crawls in along the ceiling. Go to the end of the
hallway and pick up another shiny
treasure (26/30). While you're at it, you can shoot
the spider on the ledge across
the way. Use pistols to save ammo. The targeting reticule
won't turn red, but as long as you see the spider jerking
and green blood spurting out, you'll know you're hitting it.
If not, step a little closer to the edge and try again.
Return along the hallway and drop back down into the gear
room.
Approach either of the huge weights,
which are now moving up and down. You'll notice these don't
have iron bands around their middles like the other ones
did. Stand in either corner, next to the spot where one of
the weights will touch down. Position Lara so her back is
toward the spot where the weight will be, but not so close
that she's standing directly beneath it. Wait for the weight
to descend and jump toward the wall. Immediately jump again
to rebound off the wall and grab the iron band on top of the
weight. This is just like a chimney jump except the target
is moving, so you have to time it carefully. (Alternatively,
you can push the stone block
next to either weight and jump from the top of the block to
grab the iron band.)
As Lara rides the weight upward, climb around so her back
is facing out into the room. At the top, jump back to grab
one of the metal bars connecting the two highest gears. Pull
up to squat on top of the bar. When it reaches its highest
position, jump straight up to grab the
chain. Climb hand over hand or just ride along as it
moves toward the ledge. Let go of the chain to land there.
If you didn't pick up the health potion and treasure #25
here earlier, do that now.
The metal rollers in the
hallway ahead are still moving, and now the upper rollers
are tracking back and forth as well as spinning. To get
through, wait for the upper rollers to move away. Jump over
the first set of rollers and duck to avoid the upper rollers
when they return. Stay crouched as you move forward toward
the third set of rollers. Wait for the upper rollers to move
back toward the gear room and then stand up and jump over
the ones on the floor.
Stand beneath the horizontal bar and jump to grab it.
Swing and jump to the higher bar. Pull up to crouch on top
of it. Wait for the hammer to
approach and jump forward to grab it.
FOURTH SMALL ROOM - BLUE POOL: As the hammer
swings toward the other side of the room, climb around to
the right as far as Lara will go. If necessary wait for it
to swing back and forth again, then jump to grab the
light-colored stone handhold beside the doorway. Climb
around the corner to the left and then jump to the left to
land in the doorway. Don't just drop down; there's
no floor below the handhold.
Follow the dark hallway toward the room ahead, shooting some
more bats as you go.
There's a tempting treasure on the ledge below, but no
easy way to get there. First, grapple the metal ring on the
ceiling in the doorway. Step back off the ledge and rappel
down the wall above the toxic blue pool
until Lara's feet are about level with the small, grayish
stone handhold on the wall to the right. Run back and forth
along the wall to build up a nice long arc. Then, when Lara
swings to the right, jump to release the cable and grab the
handhold.
Drop down to the handhold below. Climb to the right as
far as possible and then jump past the
broken section to grab onto the solid handhold
beyond. Continue to the end and then jump to grab the next
handhold on the wall to the right. Climb to the right end of
it and jump toward the ledge with the treasure. Lara will
just manage to grab the edge, but you'll need to press
Interact to make a saving grab and prevent her from
falling into the pool. Pull up
and claim the treasure (27/30).
Then turn to face out across the pool. You'll see another
giant spider on the walkway
outside if you didn't kill it earlier while going after
treasure #26. You can't target it from the ledge, so take a
running jump down to the doorway and then deal with the
spider.
MECHANICAL HAMMER ROOM – MORE SLIDING AND CLIMBING:
Go to the end of the walkway, overlooking the
abyss, and jump forward to land
near the middle of the sloping pillar below. Slide but don't
jump. At the end of the slope, Lara will drop onto the metal
beam below. If she slips, she'll grab the beam; pull up.
Walk to the other side of the beam and jump up to grab
the handhold on the square column. Pull up to stand on it
and sidestep around to the left (Lara's right) and then jump
to the flat-topped column. Turn right and jump across the
two small metal projections to grab onto the next column.
Pull up and sidestep along the narrow ledge around the
corner to the right. Now chimney jump between this column
and the next to reach the walkway above.
Once Lara grabs the edge of the walkway, quickly pull up
and take care of the Viking thrall
that drops down onto the right end of the walkway. If you
hang too long below the ledge, the thrall will spit
blue goo at Lara, making her
lose her grip. If you pull up quickly and move so the thrall
is between Lara and the edge, a well-placed kick (Interact)
will send it into the pit. Otherwise shoot it down and stomp
on its corpse as usual.
NOTE: Again, if you're
not collecting treasures, go directly to the metal
grappling ring at the end of the L-shaped ledge, where the
thrall just dropped down. Skip down to the next section,
SWINGING ACROSS THE MECHANICAL HAMMER ROOM, below.
FIFTH SMALL ROOM - BLUE POOL: If you are treasure
hunting, then head for the room at the end of the L-shaped
walkway. Another thrall rises out
of the pool. If you run forward
with the shotgun, you can blast it back into the water to
destroy it. Otherwise, fight it as you have the others.
This room contains no goodies, but there's a passage high
on one wall that leads to another small room on this side of
the MECHANICAL HAMMER ROOM, where there is a treasure that
is unreachable from below. To get there, grapple the metal
ring high on the wall opposite the entrance. With the cable
attached to the ring, take a running jump off the ledge so
Lara ends up dangling above the pool. Climb the cable until
Lara's feet are just below the rough horizontal band on the
wall. Run back and forth, tracing out a long arc on the
wall. When Lara is running as high as she can go, swing to
the left and jump to grab the handhold on the left wall.
Climb along this handhold to the left. Jump across the
gap where the ledge is broken and then jump straight up to
grab the edge of the rough opening above. Pull up into a
small, dark tunnel. Follow it to the end to emerge in
another small room with a blue pool. This is the one labeled
ROOM 6 on the map above.
SIXTH SMALL ROOM – BLUE POOL: The camera may bug
out a bit at the tunnel opening. To keep Lara from falling
into the pool, stay on the left
side of the opening and move forward until she steps off and
grabs the edge. Drop to grab the light-colored stone
handhold below. Climb along it to the left and then jump to
grab the higher handhold on the next wall. Do not drop down
to the L-shaped handhold below. Instead, just climb to the
left end of the higher handhold and then jump down to the
ledge with the treasure (28/30)
and pick it up.
To get back up to the tunnel, take a running jump from
the ledge where the treasure was to grab the L-shaped corner
handhold. Jump straight up to grab the handhold above and
climb in toward the corner as far as possible. Jump back,
not to the right, to grab the handhold on the wall behind
Lara to the right. (NOTE: If
you're not sure how to do this, you can test the direction
Lara will jump by pressing on the direction keys or left
analog stick. Press the direction that makes Lara lean away
from the wall and then jump in that direction.) Climb
to the right and jump up to grab the tunnel opening. Pull up
and return through the tunnel to the previous room.
FIFTH SMALL ROOM - BLUE POOL (again): Again, move
to the left side of the opening and step off the edge to
hang above the poisoned pool.
Drop to grab the handhold below. Climb to the left and jump
to grab the handhold just beyond the corner of the room.
Traverse to the left along this handhold until Lara is
hanging above the doorway. Then drop down and follow the
hallway back to the MECHANICAL HAMMER ROOM and go to the
left end of the L-shaped walkway.
SWINGING ACROSS THE MECHANICAL HAMMER ROOM:
Grapple the metal ring on the underside of the walkway
above. Then use the grapple cable to wall run and jump
across to the small, square ledge, where you'll find a
health potion. Turn around and
jump to the next L-shaped ledge.
There's another giant spider
in the doorway ahead. If you draw weapons and sidestep to
the right toward the doorway, you may be able to get a lock
on the arachnid without it noticing Lara right away. Try and
kill it before it gets to you, and if you can't, then take
care not to step off the broken corner
of the ledge as you fight. Continue forward into the
next small room.
Cinematic: Lara approaches
the hulking corpse lying on the floor remarking, "Perhaps
these Yeti creatures inspired the Viking stories of frost
giants." As she turns away to examine the gear mechanism,
the huge creature begins to reanimate.
SEVENTH SMALL ROOM – GEARS AND WEIGHTS: As soon as
you regain control of Lara, target the
Yeti thrall. Don't let the brute corner Lara or it'll
pound the daylights out of her. Instead try and circle
around it, firing constantly. The SMGs are good here, since
they offer both power and maneuverability. You'll need to
pump a lot of lead into the thrall before it falls. As with
the other undead, when that happens, use Interact to put it
out of your misery. You might also try the enemy vault
maneuver, where you get a target lock on your foe and then
do a running jump toward it. This can knock the thrall off
balance and propel Lara back out of its reach so she can get
in a few more shots. Another alternative is to hit it with
an adrenaline headshot, which will destroy it
immediately and for good.
Once the thrall has been destroyed, pick up the last
2 treasures (29 and 30/30) in
the level: one in a breakable jar
just inside the doorway on the left (i.e., left when Lara is
facing the stone weights), the other in another
jar on the floor between the
weights.
Now climb to the top of the room using the weights and
poles. First, position Lara in either corner, next to the
spot where one of the weights will touch down. Face the wall
and when the weight descends, jump toward the wall and then
immediately jump again to rebound off the wall and grab the
iron band on top of the weight. Climb around to the front of
the weight and ride it upward. At the top, jump back to grab
one of the metal shafts
connecting the spinning gears. Pull up to stand on the
shaft. Then, when it reaches its highest point, jump
straight up to grab the chain.
Unlike the other chains you've crossed, these are moving
toward the weights, rather than toward the ledge. If you
just hold on, Lara will be carried backward. Then, when she
reaches the wall, she'll fall to the
floor. So, in order to get across, you must climb
hand over hand along the chain, tapping Interact as you go
to make Lara climb faster. When you reach the ledge on the
other side of the room, drop down and pick up the
health potion on the left.
Enter the hallway with the metal
rollers. These are configured a little differently as
well. Jump over the first set of rollers. Then step forward
toward the next set of rollers. Here they're positioned both
above and below. To get through, jump forward to grab the
horizontal pole. Then, as Lara swings forward but before she
can swing all the way around the pole, quickly jump again to
let go and land on the floor ahead. Jump up to grab the next
pole and swing from there to the higher pole in the doorway.
FINAL HAMMER RIDE AND RUN TO MJOLNIR ROOM: When
the huge hammer approaches, jump forward to grab it. This
time climb around to the left side of the hammer. Wait for
it to swing above the elevated walkway at the center of the
room. Then drop onto the walkway, which
immediately starts to crumble under Lara's feet.
Sprint forward to clear the hazardous section of
walkway before Lara plunges to her death.
Once you reach the wide, safe ledge, go to the right
corner and pick up another health potion,
though you probably won't have any use for it now that the
level is almost over. Then climb up onto the stairs in the
middle of the ledge and approach the room containing
THOR'S HAMMER.
Cinematic: Lara deciphers
the runes carved around the doorway, recording her findings
on camera. "Thor, greatest of my sons, and the greatest
weapon on Earth are at last reunited," she reads. "Upon my
return, through rituals old and the power of Mjolnir,
together we will open the seals of Helheim and fulfill our
destinies."
As she enters the room, the belt
and gauntlets begin to glow once more. Mist swirls around
the pedestal holding the hammer. Lara strides forward as
lightning crackles between the hammer and the statue, then
between the hammer and her fingertips. As she grasps the
weapon and removes it from its resting place, a blinding
light shines down from above then subsides.
"Mjolnir," she muses, examining the
hammer more closely, "slayer of giants and the Midgard
Serpent. . . more importantly, the key to Helheim, wherever
that is." Then, as she turns away from the statue, she adds,
"Time to pay Natla a visit."

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
Underworld
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