Tomb Raider 8: Underworld
LEVEL 5: JAN MAYEN ISLAND - PART 2: VALHALLA
OPEN AREA WITH TOWER AND SPIRAL RAMP:
Before starting your descent, grab a treasure (1/3). You'll find it to the left of the exit from the ice tunnel (i.e., left when standing outside facing the tunnel opening) near the top of the slope.
Now get back on the motorbike and drive down the spiral ramp, keeping to the left edge and driving up on the angled side wall if necessary to avoid falling through the gaps in the road.
You'll encounter a 2 Viking thralls on the way down. As with the thralls in the tunnel, you can shoot them with the gun mounted on the front of the motorbike (R1), run them over or just ignore them, since you won't be coming back this way.
There's another pair of Viking thralls at the bottom of the ramp. You must destroy these two to move on. If you are not able to run over both of them on the first pass, you can circle around the tower until you're able to pick them off. The bike's gun will subdue them, but you'll need to crush them under the wheels to finish them off.
The fast start move can be helpful here: Hold the brake (R2) and rev the engine (L1). Then release the brake to zoom forward and crush the enemy. Or brake and rev the engine, then tilt the left analog stick to the left or right to do a donut, skidding the back end of the bike into the thrall. Or, if you prefer, dismount and fight them with guns or grenades.
When you destroy the second thrall, a cut scene begins:
Lara takes out her camera and examines the ornate carvings. "Hall of the Slain. . . Valhalla. . . Odin's hall, where the warriors who died in battle came to feast and prepare to fight in the final battle of Ragnarök. That makes this Valgrind, the Gate of the Dead."
"'Old is that gate, and how to unbolt it, few now know,'" she quotes the Eddas and then muses, "Where are the Valkyries when you need them?"
OPENING THE VALGRIND GATE:
Climb onto the pedestal at the base of the tower and grab one of the horizontal spokes. Push or pull to rotate the base of the tower counterclockwise, which opens the big door. You may need to reposition Lara at a different spoke in order to see the door opening, but this isn't necessary.
Once the gate is open, get on the motorcycle and drive through.
DARK HALLWAYS:
This is not really a maze, per se, since there are no branching passages and really no way to get lost. So drive in and stop at the first T intersection. There's a treasure (2/3) lying on the ground in the dead-end passage on the left. Get it and then get back on the bike. Follow the hallway to the right to the next corner, where you'll need to drive up the rough stone ledge that runs along the right wall to get over the pile of rubble blocking the passage ahead.
Follow the hallway to the next T intersection. This time turn left, since the hall to the right dead ends. Shoot or run over the Viking thrall that comes down the ramp toward you.
Continue past a wider section of hallway with a long, narrow ramp in the middle. (This doesn't lead anywhere.) Around the next bend, there's a small pile of rocks. Drive along the right side of the hallway here to avoid the small pits. Speed up as you approach the ramp and use it to clear the wide gap beyond.
At the end of the hall, turn right up a narrow ramp between two ledges. From here on, just follow the hallway to the end, where fallen rocks block your progress and you must leave the bike. Climb over the wall and enter the room head.
A short cut scene focuses on a doorway at the upper left, which is the exit from this area.
NOTE ON THE LAYOUT OF THIS AREA:
In the other versions of the game (PC, PS3, Xbox and Wii), the MECHANICAL HAMMER area is one huge, rectangular room with four massive hammers swinging back and forth above a single long, broken walkway. Here in the PS2 game, this area is subdivided into two rooms with two huge hammers in each room. You enter the FIRST MECHANICAL HAMMER ROOM from the maze of dark hallways beyond the VALGRIND GATE. There's a corridor connecting the two MECHANICAL HAMMER ROOMS, and there are two smaller SIDE ROOMS off of each of the main HAMMER ROOMS (so four side rooms in all). The final room in the level is at the far end of the SECOND MECHANICAL HAMMER ROOM.
ENTERING THE FIRST MECHANICAL HAMMER ROOM:
Start across the walkway. When Lara gets about a quarter of the way across, another cut scene shows the huge hammers above begin to work. One of them swings down, smashing the walkway ahead. 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 begin to slide forward along the tilting walkway. Then jump to 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. Once you make the grab successfully, climb on top of the column to trigger the next checkpoint.
FIRST MECHANICAL HAMMER ROOM - COLUMN CLIMBING:
The camera pans round to show you a pole sticking out of the column on which Lara is standing. Turn left and drop down to grab the edge of the column, drop down once more to the handhold below then move to the center of the column and drop to grab the horizontal pole. Climb out to the end of the pole and drop onto the slope below. Slide to the end of the slope and off the end to land on the horizontal beam.
Walk to the other end of the beam and grab the handhold on the square column. Climb to the right, all the way around to the other side of the column and drop down onto the next beam. Walk to the end where the beam has broken off and jump to grab the handhold on the column ahead.
Climb to the right around three corners of the column, so Lara is hanging above another short beam, which connects this column to the next one. Here the camera becomes fixed facing the space between the two columns. This time, instead of dropping onto the beam, pull up pull up to stand on the narrow ledge. Then chimney jump back and forth between the two columns to grab the edge of the ledge on the left, just above where Lara had been standing. Pull up.
Turn right, take a few steps forward and then turn left and run into the doorway head before the light-colored section of the walkway crumbles beneath Lara's feet.
FIRST SIDE ROOM (GEARS & WEIGHTS):
Follow the hallway to the next room. On the way, the passage splits then converges again, but both branches lead to the same place.
When you approach the hulking corpse lying on the floor, a cut scene ensues. Lara examines the body and remarks, "Perhaps these Yeti creatures inspired the Viking stories of frost giants." As she turns away to examine the gear mechanism, the beast begins to reanimate.
As soon as you regain control of Lara, either target the Yeti thrall or run away down the corridor. Don't let the brute corner Lara or it'll pound the daylights out of her. If you do go head to head, try to circle around the Yeti, firing constantly. The SMGs are good here, since they offer both power and maneuverability. Keep it up and before long, the giant will fall down. As with the other undead, when that happens, jump on its corpse or hit it with a grenade to put it out of your misery.
If you prefer a less confrontational approach, run back down the hallway. The Yeti will follow but not very far. When you near the T where the hall splits, turn around. The Yeti should have stopped about halfway along the hall. It won't pursue further. So you can shoot it with pistols until it falls down. Then either jump on the body or toss a grenade to finish it off. Then return to the gear room.
Approach either of the big, stone weights moving up and down on chains. When the weight hits the floor, jump toward it to grab the iron band around the middle of it. As Lara rides the weight upward, jump straight up to grab the top of it and adjust Lara's position left to right so she's hanging in the middle of the weight. At the top, jump back to grab one of the moving metal bars connecting the two highest gears. Ride the bar around as the gears rotate. (If you jumped from the middle of the stone weight, you shouldn't need to climb left or right along the bar.) When the bar nears its highest position, jump up to perch on it. Then 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.
RIDING THE FIRST HAMMER:
Follow the hallway to the end, where you can see the first massive hammer swinging in and out of the doorway. Jump up to grab the lower of the two horizontal bars. Climb on top of it and then jump forward to grab the higher bar. Swing around and wait for the hammer to approach. Then jump forward to grab it. (You can also perch on top of the bar and jump to grab the hammer, but the timing is a little more difficult this way.)
When the hammer swings away, just ride it forward and have a look around. The walkway on the right, near the middle of the big, open room, is where you're headed. Although it's possible to climb around to the right side of the hammer, it's not necessary and actually makes the next jump harder, since the camera sticks behind Lara so you can't see where you're going. Instead just wait for the hammer to swing forward past the ledge and jump to the right to land there.
A checkpoint registers here and a short cut scene shows the path ahead.
NOTE: This ledge is part of the broken walkway near where you first entered the HAMMER ROOM. The entrance is just across the gap if Lara is facing away from the swinging hammers. That's not where you're headed, though. Now that the walkway has crumbled, the areas below are accessible.
FIRST MECHANICAL HAMMER ROOM - ROUTE TO SECOND GEAR ROOM:
Hang from the edge of this ledge on the side with the little notch missing from it (i.e., on the right side of the far edge of the platform when Lara is facing away from the swinging hammers). When you dangle here you can see a series of handholds below. Drop to grab the first handhold. Climb to the right and drop down three times. Then continue to the right around the corner and diagonally downward to the right edge. Drop down twice. Then climb around the corner to the left. Drop to grab the handhold below. Then jump to the right to grab the corner of the next column.
Climb to the left edge of the column. Then jump back to grab the ledge at the same height on the adjacent column (i.e., the same column where you started, only lower down).
Climb to the right and drop onto the horizontal beam. Walk to the end of the beam and jump forward to grab the light-colored handhold on the next column. Press Interact to perform a saving grab. Otherwise Lara won't be able to hang on. Climb along this handhold to the right and then jump to grab the narrow ledge on the next column.
Climb around the corner to the left and pull up to stand on the narrow ledge. Again the camera becomes fixed off to one side. You can see the short, horizontal beam connecting this column and the one on the left. Don't drop down though. Instead chimney jump between the two columns to grab the handhold just above the one where you started.
Climb around to the left and drop onto the long horizontal beam. Walk to the other end and grab the narrow ledge on the next column. Again, the camera remains fixed on one side, and you can see a short, horizontal beam spanning this column and the next. Again, ignore that and instead chimney jump back and forth between the two columns to reach the top of the column on the right. Here you'll finally hit the next checkpoint.
Turn right and jump to grab the edge of the walkway ahead. Pull up.
This walkway extends forward and to the left. There's nothing of interest ahead. The next doorway is blocked by a cave-in and the walkway breaks away beneath Lara's feet as she passes. You can get back by jumping the gap, but it's basically an unnecessary side trip.
So follow the walkway to the left, go through the doorway and follow the hall to the next room.
SECOND SIDE ROOM (GEARS & WEIGHTS):
Don't worry; there are no Yetis here, just huge gears and weights, as in the previous room. Grab onto one of the weights. Position Lara so she's hanging from the middle of the top edge of the weight and ride it to the top of the room.
NOTE: I don't know if this happens in everyone's game, but I found this section a bit buggy. Lara would not grab the weight on the right at all, though she did grab the left one after a couple of tries. If you're also having trouble, you might want to try this alternative: Stand in the corner next to where either weight comes down. Face the wall so Lara's back is toward the weight. Then, when it descends, jump at the wall and jump back and forth, chimney-jump style, until Lara grabs the top of the weight. Then climb around to the front.
When the weight reaches its highest position, jump back to grab one of the moving bars. Ride the bar around and when it nears its highest position, jump up to perch on it. Then jump up to grab the chain. Ride over to the ledge on the other side of the room and drop onto it. Follow the hall to the end and the second giant hammer.
RIDING THE SECOND HAMMER:
Catch a ride on the hammer as you did last time: First grab the lower of the two horizontal bars, then perch on top of it and jump to grab the next bar. Wait for the hammer to approach and then swing, jump and grab it.
BUG NOTE: Several players have reported a bug here in which the higher horizontal bar is missing, preventing you from jumping onto the hammer. Don't worry. You can reach the hammer without that bar. Either stand on the floor and take a running jump or stand on the first bar and just jump forward to grab onto the hammer as it swings into the opening.
Once Lara is hanging onto the swinging hammer, climb around to the right side of it. Now you need to jump past the round hinge pin the middle, to the other side of the hammer. This jump can be a little temperamental with Lara easily overshooting the end of the hammer and falling to her death. To avoid this, make sure Lara is holding onto the darker horizontal crack on the side of the hammer, rather than the top edge. Climb toward the metal pin. Then wait until the hammer swings all the way to the left and pauses before beginning to swing to the right again. Just as the hammer pauses, or as soon as it starts swinging to the right, jump to the right past the pin to grab the other side of the hammer. Then when the hammer swings toward the wall on the right side of the room, jump to the right to grab one of the light-colored handholds beside the doorway.
Now climb around to the right until you are on the opposite side of the hammer from where you started. (Don't worry Lara won't be squashed!) Center the camera behind Lara and tilt the left stick downward to make her lean away from the hammer. Then, when it swings into the doorway, jump back to land there.
This passage takes several turns but does not split, and there are no enemies to worry about. So just follow it to another big room with huge, swinging hammers.
SECOND MECHANICAL HAMMER ROOM - RIDING THE THIRD HAMMER:
Use the same method as before to get onto the hammer. Climb around to the right side of the hammer towards the center pin. As you did when riding the second hammer, make sure Lara is holding onto the darker horizontal crack on the side of the hammer, rather than the top edge. Climb toward the metal pin. Then wait until the hammer swings all the way to the left and pauses briefly in the doorway where you started. Immediately jump to the right, past the pin, to grab the other side of the hammer. This time, continue climbing around to the right until Lara is on the opposite side of the hammer from where she started. Lean back and when the hammer swings toward the opening jump back into the passage.
NOTE: Ignore the handholds on the right side of the entrance to this passage as they are a left over from the Wii version of the game and lead nowhere.
THIRD SIDE ROOM (BLUE POOL):
Follow the short hallway to a ledge overlooking a blue pool. Grapple the metal ring high on the opposite wall. Step off the ledge and rappel down the wall by holding Interact (Triangle) and pressing the left analog stick downward. Keep letting out the cable until Lara is hanging just above the ledge below. Then release the cable by pressing Crouch (Circle).
Turn around and take a take a running jump across the water to the ledge near the doorway. Follow the hall back to the SECOND MECHANICAL HAMMER ROOM.
SECOND MECHANICAL HAMMER ROOM - ROUTE TO THE FOURTH SIDE ROOM:
When you move to the end of the walkway, the camera shifts to show the path forward. Jump onto the angled broken column ahead. Slide down the slope and fall onto the beam below. Press Interact (Triangle) as Lara lands to help her regain her balance. Cross to the other end of the beam and grab the narrow ledge on the next column. Climb around the corner to the left and jump back to land on the flat top of the next column.
Turn right and walk across the next horizontal beam. Grab the handhold on the column ahead. Climb around to the right side of the column. Then pull up to stand on the narrow ledge. Chimney jump between this column and the next to grab the edge of the walkway above on the left. Pull up.
Go forward and to the left along the walkway. Pick up the treasure (3/3) lying at the end.
Now go to the far end of the walkway, turn right and grapple the metal ring above. Here you'll need to use the wall run, a variation on the grapple swing maneuver. Once you've grappled the ring, step off the ledge. Lara will dangle from the cable with her feet braced against the wall. Move the camera behind Lara so it's facing the wall squarely and Lara is right in the middle of the view. Tilt the left analog stick to the right to make Lara run along the wall in that direction. In this particular spot, you don't want to run too high, otherwise when you release the cable, Lara will overshoot the ledge she's aiming for and fall in to the abyss. So just tilt the stick to the right and then press Jump, and she should release the cable and land on the ledge.
NOTE: Wall running is covered in detail on the Underworld Controls page.
After swinging across the gap, turn right and take a running jump over to the next ledge, which is L-shaped. Follow it to the end and go through the doorway.
FOURTH SIDE ROOM (GEARS & WEIGHTS):
Follow the hallway to the end. As you approach the gear room, a Viking thrall comes out to meet you. If you get a lock on it right away and back down the hall shooting, it should fall before it reaches Lara. Then jump on the corpse or toss a grenade to destroy it.
This time, you'll definitely need to use the chimney-jump maneuver to grab onto one of the big, stone weights: Stand in the corner next to where either weight comes down. Face the wall so Lara's back is toward the weight. Then, when it descends, jump at the wall and jump back and forth between the wall and the weight until Lara grabs the top of the weight. Then climb around to the front. Ride the weight upward and then jump back to grab one of the rotating bars. Jump up to grab the chain above and climb/ride across the room to the ledge. Follow the hallway to the end and use the bars to reach the fourth swinging hammer.
FINAL HAMMER RIDE AND MJOLNIR ROOM:
Ride the hammer forward and drop onto the walkway in the middle of the room. Move to the right to get out of the way of the hammer. Then climb up the broken staircase to the room with 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 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."