SHADOWS OF VALHALLA
Levels by JaayStation
Walkthrough by José
Colors: pickups – necessary items – enemies – secrets
[Note:] I’ll give the directions referring to the RED point of the compass. [End note]
LEVEL 1 – LOS ALAMOS
First Cave
After the flyby, swim and get out of the water in the NW ledge, light a flare to see the climbable wall, climb up, grab the monkeyswing, advance E, drop/grab the crack below, shimmy right and around the corner, jump up to grab the upper ledge, go SW, cross the horizontal tight pole, continue counterclockwise, take a sprint-running-jump to the E ledge, go left, grab the crack, shimmy left, use the properly keys (on screen message) to jump back with twist to grab the crack at your back, shimmy right around the corner, jump up to grab the crack above and finally jump back with twist to grab the edge of the crawlspace at the top of the waterfall. Continue to grab a monkeyswing and at the end of it press the "jump" key to land onto the nearby ledge in front of you; go right and left to an outside area.
Detour for a secret: don't go outside yet but go W and through a crawlspace, climb up the ladder, jump back and follow the path to finally find the SECRET #1: a small medipack and flares. Go back to the fence leading to the outside area the way you came.
Turning the Power On
Explore this big outside area to find shotgun shells in the W side and more shotgun shells in a hole in the S side; now drop down into the central pit, go to the E side over the grated floor, locate the opening in the floor, jump/grab the edge above it, drop/grab the edge of the crawlspace, pull up, shoot the grate, go through, drop down, shoot the snake, go SW, shoot another snake on your way and at the end of the passage shoot the cover of the switch and pull it to restore power. Go back to the room where you shot the first snake and from the S opening jump into the water; pick up the large medipack at the very bottom, swim through the N opening, left and in the next room get out of the water E.
Detour for a secret: take a running jump to the SW passage, ignore the door which opens and look up to see a high crawlspace to your right, climb to get the SECRET #2: a large medipack and uzi clips. Go back to the previous room and to the E ledge you came from.
Turning the Power Off
Climb N and continue through the E crawlspace, go right, shoot the grate and drop down into a room. One of the cupboards contains a large medipack; the NW Natla crate is movable (note the handle at the bottom), move it out and E so you can climb the higher Natla crate, drop/grab its edge, shimmy left and enter another room. Move the central crate to get shotgun shells, climb it, shoot the grate in the corner and go through the duct, drop and after the flyby grab the monkeyswing and go to the opening to your right, take a running jump to grab the rope, swing to the N ledge, take a curved running jump SE to grab the movable crate and push it out of the ledge, drop down onto it and pull the jumpswitch to turn off the power.
The Chamber Key
Exit N, go left, shoot the grate and make your way to avoid the moving lasers the best you can (not hard at all), open the floor trapdoor at the end of the passage, drop down and check the cupboard to get the Chamber Key; exit SE, go back to the room with the rope, climb the ledge where the movable crate was, take a running jump to the N ledge, jump to grab the rope and swing back to the S opening. Grab the monkeyswing and this time swing to the end of it, pick up the large medipack, grab the crack, shimmy left, go through the crawlspace, shoot the snake, open the floor trapdoor and find yourself in the corridor with the keyhole you saw when watching the flyby. Open the door, go down the stairs to find a cave with a strange artifact; approach to it and the level ends.
LEVEL 2 – VOLCANIC CAVERNS
Icy Caves
Advance and drop down through the hole; in this icy cave go SW and push the block of ice to break the floor, drop down and if you go SW you'll find a small medipack; anyway continue through the E opening, drop down through the next hole, pick up the shotgun shells, exit E and at the end of the crawlspace drop/grab the edge, shimmy right to the very end, drop/slide and jump to a safe ledge. Continue jumping onto the icy ledge, go right, crawl and from the dead end drop/grab the edge, shimmy right a bit (remember that Lara can grab diagonal ledges) drop down, jump and find yourself at the bottom of the pit.
Lava Rooms
Drop down even lower through the SE hole, shoot the bats, take a running jump to grab the N wall, shimmy left around the corners, jump to grab the ladder (left side), climb down and drop onto a safe rock; now take a series of tricky standing jumps onto the sloped rocks (beware of the low ceiling) to reach a safe place at the bottom of the lava river. Lara will look to the campfire, approach to the pot, pick up a Torch and light it in the nearby tile. Run up the ramp advance SE and at the end of the dark passage find a room with shotgun shells and three raised tiles with smoke; use the torch to light those tiles and the door opens.
The Water Key
After the flyby, to get the next secret go N and jump to the poisonous green room, but only with torch in hand; the room will change and you can collect the SECRET #3: desert eagle ammo, the Shotgun and a large medipack.
Drop down from the SE corner and go up the icy ramp to get shotgun shells, now drop down to the very bottom, shoot the bear and continue through the N crawlspace. Jump into the pool (cold waters) and follow the passage to a room with binoculars and several colored switches; the binoculars are a hint: approach to the SE corner and use them with light to spot what switches you must pull: green, purple and yellow. Go back to the bottom of the pit with the dead bear and use the nearby block to go up; locate the open door in the NE corner. Pull the switch to trigger a fire emitter, melting the ice and fill the pit; now you can swim to the opening in its SE corner to get the Water Key and a small medipack. To get an extra pickup you can swim through the crawlspace to the pool room and pick up desert eagle ammo on the tall pillar near the E wall.
Movable Blocks Puzzle
Go back to the main room and locate the lowered block near the E wall (right side), drop/grab the edge, shimmy right, pull up, go through the crawlspace and continue through a lava room to a big area with stone statues. Here shoot the bat and climb down the ladder to your left to the bottom of the pit; shoot another bat, pick up HK ammo near the campfire in the SE corner, go to the opening in the NE corner, grab the crack in the pillar in front of the closed door, shimmy left or right around the corners, jump back and pull the switch to open that door. In the next room advance crawling to avoid breathing the toxic gas and pull the switch behind the W pillar to clear the room. Go back a bit and take a look at the map in the wall to get a clue as to what you should do now. First move the blocks two times W and pull the switch to raise them, now check the map in the center of the room and place the blocks in the positions you saw in the map (the block with the sword in the SW corner and the block with the horn in the center of the square): a block lowers in the NW corner revealing an opening.
The Air Key
Take a running jump onto the first breakable tile, a standing jump onto the second and third ones and a running jump without stop to the ledge with the popping spikes; time them, walk over the tight rope and in the next room lure the skeletons to the raised tile in the SE corner and when the Boss is near of one of those small fires, approach to create explosions and hurt her; once the calm is restored climb up the pole rope, jump back and use the ropes (you can't save when hanging from a rope) to swing to the high ledge in the N side and get the Air Key. Don't forget the desert eagle ammo and the shotgun shells in the holes below and go all the way back to the room with the stone statues, climb up the long ladder and from the ledge entrance take a running jump to the opening in the SE corner where the block lowered and another running jump to reach the E ledge.
Fire Area
This is the fire area. Advance E and take a running jump to grab the top of the tall pillar in front of you (left side), pull up, turn left and take another running jump to grab the crack in the N pillar, shimmy right, jump to grab the upper crack and time the fire emitter to jump back with twist and grab the next crack, shimmy right to the very end, pull up, slide and jump to grab the monkeyswing, swing to the end, drop/grab the climbable wall, shimmy left, drop/grab the edge below and go through the crawlspace, drop down from the corner, take a running jump to the W rock and a sprint-running-jump to the S rocks (a bit to the left), shoot a horde of bats, jump to grab the ladder, shimmy right around two corners, take a backflip with twist to grab the ladder at your back and to get the next secret climb this pillar to the very top and take a walk-running-jump SW to grab the ledge next to the S wall and find the SECRET #4: a small medipack and desert eagle ammo. Take a running jump back to the top of the previous pillar, a standing jump to grab the N ladder, shimmy right, pull up, pick up the uzi clips, jump onto the E slope, slide/grab the edge and safely drop to the floor.
The Fire Key
In the next room go right (S) and in the dark room light a flare or use the binoculars with light to see the invisible ledges over the pit, jump from ledge to ledge timing the fire emitters to finally take a running jump and grab the E ladder over the slope, climb up, grab the monkeyswing, advance W timing another fire emitter, drop/grab the edge of the crawlspace, advance, pull the switch to lower a block somewhere and the door opens as you approach; go out and when you note the door closing, turn around and pick up the SECRET #5: a small medipack, uzi clips and HK5 ammo. Drop down and go back to the central room.
Now go to the N room, climb the NE opening and the door will open; in this maze I went always right when possible to find shotgun shells, near this ammo there is a small triangular lava pit, look up here to spot a high crawlspace in the W wall, climb there, drop down from the other side, continue always right when possible to find more shotgun shells, go back and right again, and this time directly S and SW at the junction to find a square lava pit, from here go left in a SE direction, jump over another lava pit to get more shotgun shells and advance always left when possible until you find another lava pit, from here go S and always right when possible to finally find a room with several fire emitters (sure that I've missed some pickups in this nasty maze, so feel free to explore it if you want). You know what to do here: there's only a reach-in switch with an intermittent fire, time the fire to pull it and turn intermittent another one and so one; when you pull the last switch the room changes and you'll need to deal with Torso and three vikings; when they are defeated pick up the shotgun shells and climb the S opening with the switch, pull it to lower another block in the central room and go back there. Now you can push the SE and NE blocks with the fire signs, once to the E to turn the lava into water and pull the switches in the central big pillar to open the E door and get the Fire Key.
The Way to the Earth Area
Now you need to go back to the hub room with the stone statues, so exit W, turn left, jump to the low ledge attached to the S wall and follow the obvious path clockwise (rocky ledges, ladder in the corner, monkeyswing and slopes) to get back to the hub room. From here turn right and take a long running jump to grab the crack in the N wall, shimmy left around the corner, pull up, climb up the ladder to get uzi clips, use both ladders to reach the top, swing to the S ledge, drop/grab the edge and shimmy right, pull up, swing to the corner, climb W, turn around and climb E, drop down and cross the stone bridge to the N side to find the earth area.
The Land Key
Advance and in the outside area you don't need to shoot the white foxes, they wont hurt you. From the entrance go right (N) and climb the slopes to the right of the snowball to get a small medipack; then go S towards the green area, shoot two yetis and two owls but don't enter yet, go SW to the area with the sloped blocks to get uzi clips. Now go S and in the area with the small lake go SE to find shotgun shells next to a waterfall. Finally jump into the hole at the bottom of the lake (cold waters) and swim fast to surface in a dark room which is actually a bear's den. Shoot the bear and go through the S crawlspace, take a running jump to the W side of the lava river and light a flare to locate a movable block attached to the W wall, push it once, go left, grab the monkeyswing, advance, pull the switch and go back to the bear's den the way you came. Pick up a Torch in the W campfire, light it and exit climbing the N block. On your way to the outside area, after going up a short ramps and take a standing jump to an opening leading outside, turn around and take a standing jump to a higher opening to get the SECRET #6: uzi clips and HK ammo. Once in the outside area go N to the entrance area with the foxes and look for an opening in the W side with a wall torch to light, do it to melt the ice, pick up the Land Key and go back to the hub room.
Placing the Keys
Turn left and take a standing jump NW to the small ledge under the monkeyswing, jump back and forth onto the steep slope to grab it, swing to the other side, drop/grab the edge below, pull up, go S, climb up the ladder and take a running jump to the ledge leading to the model of the Earth, enter, place the keys, exit and note that a block has lowered in the SW corner, jump there, climb the opening, advance and save the game when entering the room with the green fog.
The Escape
Try to start walking from the right side. The floor collapses under your feet, so jump over the spikes at the bottom of the ramp, run diagonally over the breakable tiles, from the last one turn a bit right and take a standing jump to the nearby ledge, quickly go through the opening jumping over the pit and left; you can save the game here. Now from the very left side take a running jump to the left of the next platform, a standing jump as left as you can onto the first slope, jump with curves onto the next ones and you can save the game when standing on the flat block. Take a diagonal running jump to land on the next ramp, quickly sprint to the bottom, go right and in this ramp sprint approaching to the left side, take a sprint-running-jump in last moment onto the next slope, immediately jump and you are safe now. Jump to the next flat blocks, save your game, take a running jump to the wide slope, jump, jump and when you are on the flat ledge run and jump without stop with a left curve to the left opening/slope, jump, jump again and quickly take a curved running jump to your right avoiding the next boulder and grabbing the edge of the W ledge; jump to the NE corridor and save the game here. Now take a running jump SW, jump back and forth with left curves until you land onto the breakable tile, quickly take a running jump without stop to the next breakable tile and another one to the safe ledge; pull the jumpswitch and when you fall, slide and jump back, pull the movable block three times so you can climb it and reach the upper ledges, pick up shotgun shells on the N ledge, a small medipack and uzi clips on the S ledge, climb up the ladder in the corner, take a standing jump to grab the vertical pole, turn around, climb up only two times, jump back, climb the N ledge and go through the opening to finish the level.
LEVEL 3 – THE TRIALS OF THUNDER
Moving Spiked Walls
Climb, drop down and run fast to your right, take a running jump to the left to save the spiked pit, quickly drop down through the hole to your right, go left against the moving wall, left to avoid it and right to avoid the next one. Go back to the corridor where the last moving wall came from and climb the N crawlspace to get the SECRET #7: the HK Gun, HK ammo and the Lasersight. Go back to the passage where you took refuge to avoid the last moving wall. The next passage is a bit tricky, slide sown the slopes when the spikes are poping up, quickly slide from the bottom of the next slope (a TEN feature) and take a standing jump over it to the safe tile; do it twice.
Cave with a Deep Pit
In this icy cave shoot the yetis, go to the NW corner, drop/grab the edge and shimmy left (or right) until you see a ladder below; drop down to the bottom of the pit and go to the NE corner to find a hole with the SECRET #8: HK ammo, uzi clips, shotgun shells and a large medipack. Go back up and from the top of the ladder, roll and take a running jump to the icy mound, another one to the ledge between the pillars with the switch and pull it to retract spikes somewhere. Go back to the S side, all the way to the E, again drop/grab the edge and locate the crawlspace in the wall; drop/grab it and advance to find the passage you saw when pulling the last switch, pull the next switch, go back outside and locate the open door near the SE corner. In this room shoot the yeti, avoid the darts and pull the switch to raise the next door; enter and after the conversation with Thor, it seems that you must look for his hammer, so note that the S way is closed and you can only go E and W in any order.
West Opening
Go left and slide into a lava room, shoot the Boss and the door in the SW corner will open; enter and in this dark room note the dark movable blocks (the ones with the handle) and the W and S openings. Pick up the small medipack at the bottom of the S bridge and push the central block all the way to the W opening to open the N door; go there and take a running jump to the sloped block, immediately jump/jump and grab the crack, jump up, shimmy right around the corner, jump back with twist and continue jumping onto the slopes with curves and a roll until you land onto the flat block in the S side; from here take a standing jump to the W ledge with the switch, pull it and to go back to the room with movable blocks grab the left or right slopes and jump with curves to land onto the floor above. From the N side jump E and run only over the darker tiles avoiding the moving spiked walls (right, left, left, jump over the hole, right, right...) and the rays, until you can jump to grab the crack in the S wall (It took me a lot of tries); once you are success, shimmy left to the corner, jump up use only the marked climbable tiles to cross to the S side of this room, drop down through the hole in the corner and you are back in the starting room with the movable blocks. Note that in the N-S row blocks have lowered, so you can move the N block into the S hole creating a bridge and finally move the block attached to the E wall into the S niche and climb up to the corridor above; pull the switch there and go back to the room where you talked with Thor time ago, but on your way note that once you exit the room where you fought with the boss, in the room with four wall torches, observe that there's an open door to your left; enter, shoot the yeti, pick up the uzi clips and pull the switch to raise a door somewhere.
East Opening
Explore this graveyard to find a small medipack in the NW corner and the Uzis in one of the tombs near the NE corner; don't step on tombs unnecessarily or you'll awaken more skeletons. Locate a crawlspace in the E wall and go through; in the next room pull the timed switch in the SW niche and quickly go out, climb the nearby block, turn around, jump to the timed ledge and to the niche above; pull the switch to open one of the doors below. Go down, pull the new switch and climb again the timed ledge as you did before, but this time jump to the N solid ledge, to the next one (it's timed) and to the niche to your left to open the remaining door below.
Detour for a secret: from this niche take a curved running jump to land onto the N ledge, climb the block in the NW corner and go to the secret room; this time the items are protected with fire, so go through the crawlspace under the entrance, pull the switch and go back to get the SECRET #9: shotgun shells and uzi clips. Go back down to the main room.
Pull the last switch and do the same you did before but this time don't go to the niches, take a running jump to the N ledge go around clockwise and take a sprint-running jump to the timed ledge in the SE corner, climb the block to your right, take a running jump to the last timed ledge and jump to the opening in the W wall. Save your game. Sprint down the ramp with the rolling ball nipping at your heels, take a sprint-running jump over the lava pit, sprint down the next ramp to avoid another rolling ball and go aside back in the graveyard to see how the ball breaks a tomb.
The Maze
Drop into the tomb and go through the crawlspace. In this maze there are two switches to pull to open a door in the N side, so what I did was go right first to find a small medipack and flares, go back to a crossing, shoot the small spiders, go left to find spike traps and the first switch (use the "sprint key" to cross), go back to the crossing and from here go E and always right when possible to find: small spiders, the second switch, small spiders, HK ammo and the open door. In the spiders' lair shoot giant and small spiders, pick up HK ammo and a small medipack in the E side, go N to the water area, W, shoot a giant spider and finally pull a switch to raise a door in the room where you talked with Thor time ago. Make your way to go back there shooting more spiders on your way.
The Thor's Hammer
The S way is clear now, so enter and if you didn't get the lasersight in a previous secret, pick it up on the first raised tile and the Desert Eagle too, combine it with the HK gun or the desert eagle and shoot the eyes of the gladiator's head and step on the platform where he was to open the SE door, go there, pull the three switches to deactivate the rays and jump to the central ledge to get the Mjölnir (Thor's Hammer). At the bottom of the room, in the SW corner there are a small medipack and uzi clips to pick up. Back in the previous room, now it's safe to pick up 2 X desert eagle ammo in the E and W sides; step on the tile where the sight was to open the exit door, go back to the room where you talked with Thor, exit N to the cave with the pit, place the hammer in the pedestal to create a rainbow bridge and advance N to finish the level.
LEVEL 4 – THE HALLS OF ODIN
First Hall
In this hall there is HK ammo on the NE window sill and shotgun shells in the NW one; nothing more to do here at this moment, so go to the W gardens; after the conversation with Odin, it seems that you need to look for a helmet this time, so let's go. Locate the hole with the crawlspace next to the SW corner and go through to a dark room with a switch in a niche; pull it to lower a block somewhere and go back outside; a bit to the N there is a hole in the floor with a grate and a small medipack. Back to the starting hall the N area is now accessible, but don't go there yet; climb the triangular ledge in the very NE corner, jump to grab the crack in the pillar, shimmy left around the corners, jump back onto another triangular ledge, jump to grab the crack above, jump back with twist to grab the crack in the pillar, shimmy around the corners, jump back to a safe ledge, take a standing jump to grab the top of the pillar and jump to the N ledges to find the pillar where the block lowered; jump to its top, drop from the other side, cross the tightrope to the W, take a running jump to grab the S ladder, climb up to the top and finally drop down from the other side to get the Green Key. To go back down jump NE into the pool below.
Detour for a secret: don't jump into the pool below yet, but drop/grab the ledge where the key was (facing E), shimmy right, pull up, take a standing jump to the SE ledge, another jump to the NE one, drop/grab the edge and shimmy right a bit to get the SECRET #10: shotgun shells, uzi clips, a small medipack and desert eagle ammo. Drop/grab the edge, shimmy right and from here you can take a running jump to the pool.
Pool Room with Fire Emitters
Now it's time to explore the N area; shoot the vikings, jump into the water and swim through the N crawlspace to pull an underwater lever (a door opens somewhere); now get out of the water, go back to the starting hall and locate the open door next to the SE corner. Take a running jump to grab the block opposite the entrance, time the fire emitter to grab the crack in the E pillar, shimmy left around the corners, time the fire emitter to jump back with twist and grab the next crack, shimmy left, jump back with twist to grab the ladder, shimmy right timing the fire emitters and jump back onto the safe block in the NE corner; now grab the monkeyswing, time the last fire emitters, time the teeth doors in the corridor and pull the switch to move a circular door somewhere. Go out, jump into the water, explore the bottom of the pool to find shotgun shells and a small medipack, go out to the starting hall (water to ladder under the entrance) and go back to the N room where you shot the vikings.
Timed Run
Jump into the water and swim S to find the rotated door, pick up a large medipack and pull the underwater switch to raise a block somewhere; get out of the water, pull the timed switch behind the NW pillar and sprint E, climb up the ladder in the NE pillar, jump back, go to the E side where the raised block is, climb it, jump to grab the vertical pole, climb/jump back, turn right and go to the W side (over the translucent bridges) and locate a shield/jumpswitch in the NW pillar, pull it before the trapdoor closes at the bottom so you can fall into the water hole below. Get out of the water and locate the open door in the W side of the room.
The Library
Shoot the barrel in the SW corner to find uzi clips, this will alert two vikings; climb up this bookcase from the N side, jump to the higher one (N), jump to grab the monkeyswing, advance to the window sill, shoot the window, drop/grab the ladder and shimmy right to the top of the wall; now run all the way clockwise to the very end, pick up 2 X uzi clips and take note of the meaning of every rune: we are now in the halls of Odin, so draw a picture of the runes corresponding to the letters O-D-I-N you must step on in the garden below: NE corner, N wall near the closed door, SE corner (near the green tree, not the red tree) and NW corner (closest to the W wall); once all four tiles are triggered, the N and W doors open, pull the switch, pick up the uzi clips and go back to the library. From the window sill jump to the book case below, make your way to go E and pull the shield-jumpswitch above the entrance to lower steps in the NW corner, go there and down to the basement.
Axes and Spikes
Time the first swinging axe, shoot the viking, time the second swinging axe, time the axes and the spikes in the N opening, pull the switch, time axes and spikes again to go back, time again the second axe in the W opening, enter the new room, pull the timed switch, quickly time axes and spikes to go back E, enter the S opening, slide, wait for the door to open and in the pool room shoot the viking.
For a secret: go through the W hexagonal opening and through the crawlspace to get the SECRET #11: a small medipack, shotgun shells, HK ammo and desert eagle ammo.
Back in the pool room, jump into the water, swim to your right from the opening, time the popping spikes to pull the underwater lever, go back to the junction and E to find the open door; advance to a beautiful garden with several vikings to shoot.
The Garden
Climb the SW vines, sprint to save the first row of spikes, drop/grab the edge to avoid the first rolling ball, run over the slope, take a curved running jump without stop (a second rolling ball falls) to the top of the E wall, drop/grab the edge to avoid the third rolling ball, take a standing jump over the next slope, slide/jump to avoid the fourth rolling ball, drop/grab the edge and shimmy left to avoid the next row of spikes. From the corner jump to grab the crack, shimmy left, pull up and shoot the window.
The Dining Room
In the next room you only need to trigger the viking near the fireplace, shoot the barrel in the corner to get HK ammo, pull the nearby switch to turn off the fire in the fireplace for a brief time, quickly climb up the ladder and from the triangular opening you can turn around and take a running jump S to grab the edge of the niche with the SECRET #12: uzi clips, shotgun shells and desert eagle ammo. Jump back to the triangular opening, take a running jump to grab the crack in the corner, shimmy left, pull up, shoot the window and drop down into the garden.
Movable Blocks Puzzle
Note that if you pull the switch in the central block, it seems that nothing happens, but invisible blocks raise in the NE, SE and behind the block (opposite the switch); those are the places where you must move the blocks. Anyway, if you move the block closest to the switch to the obvious place under the end of the white ray and pull the switch, another ray appears indicating the position you must move the second block, and the same for the third block. Once all blocks are in the right positions, pull the switch and the N door opens; enter and pick up the Blue Key from the plinth.
A Last Key
Go back outside, climb the vines in the S wall to go back to the dining room (remember that if you don't approach to the vikings, they'll keep frozen), pull the switch in the NW corner and exit to the main room with the rotating sphere. Use the keys in the sides of the N blocks to unlock the N opening, enter, shoot the vikings, check the corpses to see that one of them has dropped a Green Key, pick it up and in the NW corner of the central platform there is a passage leading down to a room where you can use this key; do it so and drop into the pit to finish this level.
LEVEL 5 – THE BRANCHES OF YGGDRASIL (1st time)
The Big Tree
Shoot the giant mosquito, note the receptacles (1) for a couple of gems, and drop from the N side of the platform onto the branch below; if you go around clockwise from branch to branch to the SW side, there is a small medipack to pick up. Look for a place to drop down to the lower branches (there's a ladder in the W side), shoot another mosquito, drop even lower (ladders in the S side), shoot another mosquito and go S through the portal to be teleported to...
LEVEL 6 – ALFHEIM
The First Iggdrasil Acorn
Go to the N side of the tower and climb the crawlspace, once inside pull the timed switch to stop the fire emitters spitting fire from here to the very top of the tower, climb up the vertical pole, jump back to the ledge with the next pole, climb up, jump back with twist to grab the next one, climb up, jump back to a safe ledge, jump to grab the ledge above and quickly climb up the next ladders before the fire emitters turn on. Pull the switch to get a camera shot of the ship and from the SW opening you can find a ladder to climb down to the bottom of the tower. Go to the sea (S), climb the ladder of the ship, go left, drop through the hole and pick up the first Iggdrasil Acorn next to the E barrel; go back up to the deck, jump into the ocean and go back to the area with the tower; locate the teleporter in the SW corner and go back to...
LEVEL 5 – THE BRANCHES OF YGGDRASIL (2nd time)
A second Teleporter
If you go to the N branch you can get HK ammo; now drop down onto the branches below (W branches), drop again (E branches), drop even lower (E branches) and go W to find another teleporter (I shot a mosquito here) to jump to...
LEVEL 7 – SVARTALFHEIM
Floating Islands
Take a running jump to grab the N pink ledge, pull up and what I did was to take a running jump back to the initial island to calmly shoot a couple of harpies. Take a running jump back to the N pink ledge, jump left to the next one, jump N to the next one to be teleported to another island. Note that the spheres are teleporters, so from here take a running jump N to the next sphere, another running jump E to the next one, slide/jump to grab the crack in the next island, shimmy right, pull up and take a standing jump E-SE to a triangular ledge. Continue jumping/sliding/shimmying all around in a clockwise direction using the blue rocks (remember that you can grab/shimmy diagonal edges) until you can jump to an opening leading inside the building (S side).
The Second Iggdrasil Acorn
Enter, shoot a harpy and pull the movable block two times S and one time W just under the blue rays in the ceiling; now step on the central red tile (walk slowly) to be teleported on a high ledge, push the block out of this ledge, pull the switch, drop down onto the movable block and move it N into the teleport so it lands onto the other block; climb the pink block in the S side, take a running jump to the top of the stacked blocks, jump to grab the ledge above, pull up and finally get the second Iggdrasil Acorn. Climb the opening in front of you, take a standing (not a running) jump to the sphere-teleport and go towards the S portal to return to...
LEVEL 5 – THE BRANCHES OF YGGDRASIL (3rd time)
Going Up
Now that we have got the gems to place in the receptacles (1) at the top of the tree, it's time to go up. Go around the central tree trunk and to the E branch, climb up the ladder here, go W and against the tree trunk, turn left and take a standing jump to grab the upper branch, pull up, go around N and right, jump to grab the branch above, turn around, jump and grab the upper branch, turn around, jump and grab the upper branch, take a running jump to grab the W branch, pull up, climb up the nearby ladder, take a running jump E, climb up the ladder and you are back on the platform with the receptacles (1) where you start this level a long time ago. Place the gems in its receptacles and you'll fall into the portal to...
LEVEL 8 – NIFLHEIM
Big Cave
Swim to the W side of this huge area to find a large medipack; continue left (S) and left to find a hole in the floor near the S wall to get the SECRET #13: a small medipack and uzi clips. Swim out and straight ahead to the N, a bit right there's an underwater passage leading to a lever which opens a door somewhere; swim out, surface and if you climb the N ledges and you go left you'll find shotgun shells. Jump into the water and swim to the very NW corner under the big arches to find the door you opened moments ago. Run up the stairs, shoot the stone man, take running jumps to the safe blocks to cross to the W side; go left and continue jumping from block to block in a SE direction to pull a switch, go back to the W side the way you came, advance N, take a running jump to the next block around the corner and continue N to find the open door. Shoot the stone man and if you go to the N side, there is another stone man to shoot who will drop a small medipack. Mount the kayak and drive down the river until you arrive in a backwater area (1) where you can dismount (warning, cold waters!). There are uzi clips on the central island. I'll call this room the "hub room". Your goal is to activate four waterfalls in this area to create a hole in its center, so let's go.
First Switch
Mount the kayak again and exit SW, go left at the junction and continue driving until you can dismount in a backwater area. From the N ledge jump to the W block, take a sprint-running jump to the next one, climb up the "rocky-ladder" to your right, grab the monkeyswing in the ceiling, swing to the end of it, drop/jump to land onto a safe rock in the river. Now take a running jump with twist NW onto the sloped rock and jump to grab the ladder, climb up to its top and quickly run and crouch in the left or right sides of the next raised floor or simply drop/grab the edge and shimmy left or right to the corners to avoid the rolling boulder; advance and crouch against the raised floors to avoid the next rolling boulders, run down the ramp and take a running jump over the pit to avoid the next ones, continue E and pull the switch (1 of 4) to trigger something in the hub room (1).
Second Switch
Slide down the ramp, mount the kayak and drive W-N-W-N to find a passage with fire emitters, time the fires to cross to the other side (hard task for me); once you are success drive N down the river to another backwater area where you can dismount and save your game. From the top of the wall, drop down N to find shotgun shells; climb the wall and this time jump into the water and swim through the W underwater passage, surface, pull the switch to dry this pool and swim back to the area with the kayak. Mount and drive N and E; in the next passage you'll need to pull wall switches in the safe ledges under the arches, but they are timed and if you don't swim fast Lara will catch fire, so take running jumps from ledge to ledge and don't waste time. There is desert eagle ammo in the corner with the first switch to pick up too (underwater). The fifth switch (2 of 4) triggers something in the hub room (1).
Third Switch
Mount the kayak and drive S, up the ramp and from the top of this ramp if you go through the waterfall in the S wall you'll get the SECRET #14: desert eagle ammo, uzi clips and shotgun shells. Mount the kayak, drive back outside, go right and follow the path to the corridor where the fire emitters were, cross it again (no fires this time) and go always left to the hub room (1); drive NE this time and left at the crossing to find another backwater area where you can dismount. Shoot the viking, climb up the ladder behind the pillars, shoot a stone man, go to the SE corner, jump to grab the crack in the pillar, shimmy around the corners, jump back with twist to grab the crack in the next pillar, shimmy right around the corner, jump back with twist to grab the crack in the next pillar, shimmy right around the corners and jump back with twist to grab the first rope, swing to grab the next one and cross to the N side; pull the switch (3 of 4) in the back side of the pillar, jump into the water, mount the kayak, drive back down and this time straight ahead at the crossing (E).
Fourth Switch
Dismount, shoot the stone man and in the next room move the blocks onto the patterned tiles stepping on the central platform with the fire from time to time to restore the health bar. The door raises, so pull the switch (4 of 4) and don't forget the HK ammo in the corner before you go back to the hub room (1). All four waterfalls are triggered, so drop through the hole in the center of the room and dismount (the waters are too cold here, so try to jump directly from the kayak to the safe ledge).
The Forged Key
Run down the ramp and at the end of the corridor shoot the stone men, note the tile with the key sign in the center of the room, go to the N room, climb up the central pole, continue N and pull the wall switch at the back of the room to open a door in the room with the keyhole you came from; go back there, shoot more stone men, go to the S room, pull the wall switch behind the pillar, go back to the previous room and pick up the Forged Key on the tile with the key sign.
Four Switches
Open the remaining door and you are back in the starting room, now partially flooded. If you fall into the water there are ledges and a ladder in the NW corner to go up to the top of the bridge. Take a running jump to save the first part of the broken bridge and a sprint-running-jump to cross the second part, continue timing the smashing pillars, shoot the viking, climb the blocks in the NW corner and shoot the bell to break the E wall; advance, shoot the dogs and go through the crawlspace in the N wall to pull a switch (1 of 4). Go up the E steps, shoot more dogs, pick up the large medipack one of them drops and jump to the broken parts of the wooden bridge to reach the S side of the river, grab the crack, shimmy right, pull up and pull the switch (2 of 4) in the niche. Go back to the river and from the small rock take a running jump to the E side of this area; shoot the stone men, go to the very N side and jump back and forth onto the sloped pillar to grab the high ladder, climb up and go to the S side to find another switch (3 of 4) to pull. Go back to the N side and from the NW corner, take a running jump W-NW to the top of the waterfall and from here to the W niche with the last switch (4 of 4). Jump back to the E area the way you came.
Room with Frozen Floor
The E doors are now open, so continue to another room with frozen floor, note the marked tile in the floor below (NW corner) and move the block in the SE corner above that position to raise the E gates; pick up a Torch in the campfire, light it E and light the campfire to melt the icy floor dropping into the water. Swim through the opening in the NE corner (not cold waters this time).
Icy Caves
In this cave shoot the viking, the stone man, pick up the invisible large medipack (reflected in the mirror) and locate a crawlspace in the NE corner to cross to the N side of the cave; from the NE corner take a running jump to the first slope, jump to the next ones, to the first breakable tile, sidejump right, jump forward with a right curve to the corner of the next breakable tile, turn right, take a standing jump to the last one and a running jump without stop to grab the edge of the slope; save the game here, pull up, slide and jump to grab the first rope, swing and jump to the second one and finally swing and take a long jump to grab the vertical pole (tricky jump), climb up a bit to avoid the rolling ball and jump back to the safe ledge. In the next room try to time the best you can the swinging axes and the rotating blades, saving the game in between when you can and in the next room go W to be teleported to...
Palace Midas in the Past
Shoot the gorilla, go through the N corridor, shoot another gorilla, pick up the Green Key on the first omega tile, run and jump without stop to the top of the next pillars and push off the ledge the movable block before the fires turn on; drop down, move the block to the S into the hole, shoot more gorillas, go back to the starting room and use the teleporter to get back in the hub room. Use the key to open the E door and advance to be teleported to...
Palace Midas Right Now
Go again through the N corridor and in the pool room swim W and climb the ledge at the back of the room to get the Norn's Staff. Go back to the starting room and use the teleporter to get back in the hub room. The N door is now open, so go there and advance to be teleported to...
Palace Midas in the Future
Swim again through the N corridor and in the now flooded room look for a hole in the ceiling where you can surface and get the SECRET #15: a small medipack and desert eagle ammo (be careful here and move slowly when you are on the hand, because it's easy that Lara sinks and get stucked forever). Swim back to the starting room and look for a hole in the ceiling in the S side to get the Crystal of Time. Use the teleporter to get back in the hub room, combine the staff with the crystal to form the Staff of Fate and climb the central block to place it in the pedestal, exit N, advance, shoot the vikings cross the translucent bridge and Natla will appear to talk with you.
LEVEL 9 – THE HELM OF AWE
Fighting with Natla
Pick up the small medipack at your feet and quickly go around pulling all four switches in the pillars next to the translucent bridge; when all four switches are pulled you can shoot Natla. As usual, she will fall once, but she will get back up again so you’ll need to shoot her one more time. Once she is defeated pick up the Helm of Awe and you’ll be teleported to another place. Advance S and place the helm in its receptacle (center of the room, facing S); after the flyby run S straight ahead to the rainbow teleport to jump to...
LEVEL 10 – ERUPTION
The Escape
This is a timed level, so when you advance, the countdown begins. Try to adjust all the movements and save the game when you think you've made rapid progress.
Advance and the floor will break under your feet, slide and jump with curves to reach the sloped rocks, take a running jump without stop on the first flat ledge (rolling ball), quickly take a sidejump left (rolling ball), slide, jump onto the breakable tiles, sprint down the ramps and from the bottom of the second one you'll need to take a sprint-running-jump to reach the far block with the ladders; climb up, go S towards the lava waterfall and take a running jump W onto the ledge below, go through the W opening, take a running jump to the rocky ledge, go left, time the steam emitter to turn right and climb, take a running jump to the W corner, jump back and forth onto the slope to grab the crawlspace, go through, stand up, take a running jump NE, another running jump to grab the E crack, shimmy right, pull up, jump onto the next sloped ledge, shimmy right, pull up, go to the corner, take a standing jump to grab the edge of the W rock, jump to the crawlspace, go through, drop onward, slide/jump to the next rock, run E, take a running jump NE, climb up the ladder, jump back with twist to grab the crack at your back, jump up twice to grab the upper cracks, shimmy left, pull up, go left (W), take a running jump to grab the crack, shimmy left and around the corner, drop down, take a running jump to grab the E ledge and go through the opening to your right.
In the next lava room take a running jump NE to land onto the small rock in the lava, jump to the next ledge and from the left side take a running jump to grab the ledge attached to the E wall; turn right, jump to grab the monkeyswing, time the steam emitter, climb right from the corner, turn around and jump to climb higher, go left, run/jump to cross to the W side of the room, climb the lower ledge, climb left, climb up the ladder, go S and through the opening, take a running jump to your left to avoid the rolling ball, continue up the icy ramp to its top, cross the next room to the N, go through the opening in the corner and in the next ramp use the small ledge in the lava to avoid the rolling balls, continue up avoiding more rolling balls, slide down the ramp to your left, jump over the lava pits, sprint S to the end avoiding more rolling boulders (don't take running jumps here, except at the very end near the corner) and from the corner go left and right to finish the adventure.
December – 15 – 2025