LEVEL 7: ARCTIC SEA - PART 2: YGGDRASIL
Health Items: 4 Treasures: 1 Relics: 1
Keys/Puzzle Items: 0
HELHEIM PORTAL: After the cut scene the exit is
open, but don't go through yet or you'll miss the final
treasure, as well as the RELIC.
The treasure (30/30) is in a
jar in the far left corner when
facing the exit. There's also a health
potion in the right corner near the ledge (i.e.,
behind Lara on the right when she's facing the exit).
RELIC: Getting the relic, as you'd expect, is a
bit more complicated. It is located on a high ledge behind
one of the eitr waterfalls—the one nearest to the metal ring
mounted on the pole between two of the serpent pillars on
the left side of the room when facing the entrance.

Remember those glowing carved
symbols you passed on the way through this room?
There's another one on the outer part of the door frame on
the right side of the exit. Activating all four of them
stops the flow of that waterfall, enabling you to get to the
relic. The trick is that each symbol only stays "on" for a
little while, so you have to hurry to activate all four and
get to the relic before the eitr starts flowing again.
Here's how to do it: Go to the
first symbol, to the right of the exit. Press
Interact to activate it. You'll know it's "on" when it glows
blue and emits a resonant sound. As soon as you regain
control of Lara, turn right and sprint across the ledge
toward the part where it juts out over the pool. As you near
the edge, slow to a normal run and veer to the left. Then
take a running jump toward the support pillar on which the
second symbol is carved. If you angle the jump correctly,
Lara will smack into the pillar and slide down to the little
island. She'll lose a little health in the process, but
she'll end up standing right in front of the
second symbol so you can
activate it quickly.
Turn right and take a running jump to the next island. Be
sure to jump off where the first island comes to a little
point and hold the Jump key to keep Lara in the air.
Otherwise, she might end up in the pool. Run forward and
jump to grab onto the vertical column. Climb to the top,
pressing Interact in time with Lara's movements to make her
climb faster.
Once Lara is standing on top of the column, turn to face
the tilted platform and jump toward it. When Lara hauls
herself up onto it, turn to face the next column, which juts
up out of the pool just beyond the tilted platform. Without
running forward, jump forward to clear the remainder of the
ledge and land on top of the column. Pivot slightly to the
left and jump to grab the top of the low wall.
If jumping from the back of the tilted platform to the
column is problematic, instead move to the far edge of the
ledge and jump past the column to land on top of the low
wall beyond the column. This can be a little tricky also.
You need to angle the jump correctly so Lara doesn't
overshoot the wall. Once she's standing on top of it, step
back to drop and hang from it.
Once Lara is hanging from the low wall, climb to the
right, again tapping Interact as you go to make Lara climb
faster. When you reach the end of the wall, lean back and
jump to land on the broken column sticking out of the eitr.
Pivot to face the ledge below the entrance and jump forward
to land there.
Turn right and go to the edge of the ledge. Jump onto the
fallen column that leads to the little island near the wall.
To cross it quickly either sprint or jump forward. Then make
one final jump to land on the little island. Turn right and
activate the third symbol. As
soon as you regain control of Lara, move to the right and
jump forward onto the fallen column. Cross it quickly—again
either sprint or jump forward to go faster—and jump back to
the ledge below the entrance.
Run forward and jump to grab onto the vertical column.
Climb to the top, tapping Interact to go faster. Once Lara
is standing on top of the column, pivot to the right so
she's squarely facing the ledge ahead. Then jump forward.
When Lara pulls up onto the ledge, sprint toward the right
side of the door frame and activate the
fourth symbol.
Turn back toward the pool and sprint to the edge of the
ledge. Step off and drop down to the ledge below. Turn
around, run past the vertical column and jump onto the
broken column protruding from the eitr near the low wall.
Take a moment to turn to face the wall before jumping
forward to grab it. Climb to the left, again tapping
Interact to climb faster. Carefully position Lara at the
corner before jumping back to grab the column behind her.
Quickly climb to the top and jump onto the tilted platform.
Turn right and if you don't see any falling eitr ahead,
you'll know you've made it in time.
Step to the edge, grapple the ring above and jump
forward. Swing back and forth a couple of times to build
momentum and then, when Lara swings toward the alcove that
was behind the falls, jump forward to release the cable and
grab the edge. Pull up and take the final
RELIC of the game. Whoo hoo!
NOTE: The sequence described
above is just one possible path you can take to reach the
relic in time. The order in which you activate the four
symbols doesn't matter. So, for example, if you start out
following this sequence and then make it as far as the
grapple swing and Lara dies, the game will reload with Lara
on the ledge near the entrance. Instead of climbing all the
way over to the exit and re-activating the symbols in the
order described above, use this alternative sequence:
Activate the symbol near the
entrance first. Then go for the one on the little island on
the left at the end of the fallen column. If you're feeling
daring, you can skip dropping down to the ledge below the
entrance and take a running jump from the corner of the
upper ledge directly to the fallen column. After you've
activated the second symbol, cross the fallen column to the
ledge below the entrance, and proceed to the island with the
third symbol, then the one near the exit, just as you did
the first time crossed the pool. When you've activated the
last symbol (the one near the exit), sprint across the ledge
and take a running jump down to the large island with the
vertical column. Then climb the column, jump to the tilted
platform, turn left and grapple-swing over to the relic.
Once you have the relic, grapple swing back to the tilted
platform. Then climb over to the exit. If Lara dies between
here and there, you should still have the relic in your
inventory, along with your newly improved health bar.
HALLWAY BEYOND THE HELHEIM PORTAL: Go through the
portal and follow the passageway. There are no branches or
intersections, but at the first turn to the left, you'll
find a health potion on the floor
between a couple of empty jars.
If you've played Tomb Raider: Anniversary, you can
see from the architecture here where Natla developed her
design sense. ;)
After the health pick-up, continue a bit farther along
the hallway and slide down the broken stairs. There's no
turning back now. There are 4 Viking
thralls waiting for you in the hall below. Try the
Mjolnir ground pound (Target Lock + Interact) to unbalance
them and then finish off each one with a lightning bolt.
When you round the next corner, a
seemingly endless supply of Viking and Yeti thralls
begins to appear at the end of the hall. It takes some work,
but these thralls eventually do stop coming. (I counted 20
or 21 Vikings and 3 or 4 Yeti in all.) If you're quick with
the hammer, you can take them out before they reach Lara.
Concentrate on the Yetis, since they'll do the most damage
if they get to you. But use the ground-pound shockwave
between regular attacks to knock back the groups of Viking
thralls. Then blast them one by one to destroy them. Also
consider tossing some grenades down the hall. You may be
able to take out a few of the Vikings this way, and soften
up the Yetis in the process. Try and aim for the walls,
though, rather than the enemies, since they can carry your
own explosives back to you.
After the fighting is over, look for another
health potion at the next corner
on the left.
Alternatively, if you're feeling brave, after sliding
down the broken stairs and taking care of the first 4
Vikings, run down the thrall-infested hallway either
blasting or evading anything that gets in your way. If you
do this, the thralls won't have as much time to spawn, so
you'll encounter fewer of them. Once you round the next
corner and go down the stairs, the thralls won't follow any
further, and the ones still in the hallway will die
spontaneously. As long as you don't enter the next room and
trigger the cut scene, you can then backtrack and pick up
the health potion in the corner.
WATERFALL ROOM: Continue down the stairs toward
the room with the waterfall and silhouetted figure.
Cinematic: Lara enters and
approaches the hunched figure near the pool's edge.
"Mother?" she asks softly. "Mother, it's me, Lara."
Amelia Croft turns to face her
daughter and we see what's become of her in the years since
she became trapped in Avalon/Helheim. Lara is stunned.
"No," she insists. "My mother is
dead. My mother died a long time ago. You're not my mother."
She drives the thrall back into the pool and then collapses
in a daze.
As she kneels on the floor,
struggling with her frustration and despair, Natla arrives
to gloat. In true villain form, she reveals the part she's
played in the entire scenario. By facilitating Richard
Croft's search for his wife, she hoped he'd find the way
into Helheim. When he refused to play along, she killed him,
but now she's tricked Lara into doing the job for her.
Lara quickly comes to her senses
and realizes she's carrying the one thing that can put a
stop to Natla's plans for good. But before she can use the
hammer, the doppelganger grabs her from behind, knocking the
weapon from her grip.
"When I made this creature for
Amanda," Natla explains, "she had no idea that my true
purpose was to have the means to destroy you at this very
moment." She goes on to admit that she'd been playing both
of them all along. Now, having at last reached her
destination, she stalks off to begin raising the serpent,
leaving Lara in the clutches of her evil twin.
Lara attempts to throw off the
doppelganger, but with its super speed and strength, it soon
has Lara pinned to the floor. It is about to choke her when
Amanda appears and uses the power of the Wraith Stone to
fling the double into the pool. Lara is amazed, but Amanda
explains her reasoning.
"Trust me, I wanted to let it
finish you off," she says, "but the Midgard Serpent will
tear the world apart, and only Thor's hammer can stop it."
Before they can speak further, a
squad of Yeti thralls lumbers toward them along the hallway.
"Go!" Amanda urges. "I'll hold them
off."
Lara leaves her to it and takes off
after Natla.
HALLWAY LEADING TO THE MIDGARD SERPENT: Apparently
the puppeteer isn't quite as smart as she thinks she is.
She's neglected to take the hammer, so you still have it at
your disposal. Good thing too. After the cut scene,
2 Viking thralls immediately
attack. Take care of them. Then go forward to the next
intersection, where a Yeti thrall
approaches from the left. Destroy it and pick up the
health potion on the floor near
the corner. Then continue along the hallway. Slide down the
next slope and jump at the bottom to clear the pit filled
with blue nastiness.
There's another Yeti thrall
lurking just around the next corner. You can lure it back
along the hallway, blasting it as you go. Just take care not
to retreat all the way to the eitr pit.
Continue along the hallway to the large room at the end. Hop
down off the ledge and follow the walkway forward to trigger
a cut scene.
Cinematic: Lara steps out
onto one of the curved walkways surrounding the Midgard
Serpent device. She spots Natla on the level above and hurls
a lightning bolt in her direction.
"Shut it down!" Lara orders.
But Natla has other plans. She
explains to Lara that Jörmungandr is not the device itself
but rather a network of tectonic ridges encircling the
world's oceans. The device is merely a means to set off a
cataclysmic seismic reaction along these ridges.
"When this relic unleashes its fury
below," Natla says, "the very seams of the planet will
burst. 'The Midgard Serpent will rise up and spew poison
into the air, and all the world will be consumed by fire and
ash.'" Even as she quotes the Eddas to Lara, she sets the
machine in motion. "Ragnarök!" she shouts triumphantly. "The
seventh age is upon us!"
As Natla speaks, a central tower
and four massive, stone buttresses rise from the pool. We
catch a glimpse of the carved power nodes at the joint of
one of these buttresses. Then something goes wrong, and one
of the structures collapses. But instead of falling into the
pool, some of its components defy gravity and form a ring of
floating platforms circling the room.
To prevent Lara from interfering, Natla hurls a
fireball down at her. But Lara tumbles nimbly out of the
way. Now she must stop what she's accidentally started.

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