Raider Underworld Playstation 2 Walkthrough and Game Guide
Featuring All Secrets and Hidden Rewards
Level 2: Mediterranean Sea | Part 2: Niflheim
Secondary weapon: Sticky Grenades
[Checkpoint] Go up the short ramp and climb on the stone ledge to the right. Turn to face the wall and jump to grab the white ledge on the left (as shown in this image). Pull up and jump up to grab the crevice in the wall. Use the Left Analog Stick to climb the wall up and to the right, using the rest crevices. When you reach the broken pillar, traverse around the corner and jump to the ledge on the right.
Turn right and jump to grab the horizontal pole. Swing and jump to the opposite ledge. You can see a Treasure in the alcove ahead, but you cannot reach it from here. Enter the hallway on the left and jump over the gap. Jump over the next gap to grab the handhold on the wall. Release to land on a slope and slide to the ground. Continue through the hallway and jump over the hole. If you accidentally fall into, you will end up in the underwater passage you came from, meaning you will have to repeat the climbing routine once more. Enter the room beyond.
You are back in the room where you started this part of the level, only this time you are standing on the other side. Go left, but before climbing on the pile of stones and crossing the beam, let's go for the Treasure you saw earlier and you could not get. (If you are not interested, skip to the part of the level Crossing the beam.)
Getting the Treasure from the alcove - Jump to grab the crevice in the wall opposite the pile of rocks (to the right of the opening you came from as you face it - check this image). Climb up and to the right and jump up to grab the ledge above. Pull up and climb on the ledge to the right. Jump to grab the crevice in the wall and traverse to the right. Climb on the ledge above and carefully drop down at the other side. Enter the alcove and pick up the Treasure (3/8).
Exit the alcove and hang from the edge on the left. Release to grab the lower ledge and drop to the ground.
[Alternative method of getting the Treasure - There is another way of getting to the alcove with the Treasure, using the brand new move called Chimney Jump. To do that, enter the space between the orange pilar and the wall near the pile of rocks (as shown in this image). Jump towards the wall and once Lara connects with it, press Jump again to leap off the wall. Keep tapping the Jump button to bounce upwards until you grab the ledge on the left wall. Shimmy around the corner and jump up to grab the upper ledge. Traverse around the corner and jump back to perform the Chimney Jump once more and grab the crevice in the pillar. Then jump back to grab the ledge and pull up.]
Crossing the beam - Vault on the pile of the rocks and step on the beam. Walk forward and cross the beam to the other side. If Lara loses her balance, she will grab the edge of the beam, so pull up. If she falls into the pool, there is a low ledge you can climb on and try again. Once you reach the other side, proceed forward.
In the cut scene Lara finds the mechanism incredible. As she examines the carvings, she finds them to be early German design, but older than the 5th century. She spots the runes above the door and reads "World of Mist" and she takes it to be Niflheim, the realm of the dead; not Avalon, but the Norse equivalent.
[Checkpoint] The serpent puzzle - If you use the switch on the platform now, nothing will happen. To make them work, you have to do something with the two sets of pressure plates on the floor.
There are two serpent statues that flank the exit. The left one has its head broken, but if you approach it, you will see a metal ring on the head. Use the Grapple to catch the ring and pull it onto the pressure plate. Now stand facing the right serpent and use the Grapple to cath the metal ring on the head. On doing that, the head falls on the pressure plate. Go and use the switch on the platform to operate the mechanism that opens the stone door. [Checkpoint]
Hallway with several flights of stairs and pit - Go through the doorway and up the stairs. Follow the hallway, going up the several flights of stairs. When you reach the pit, slide down the ramp. The camera shows you the way out of the pit, so go to the other side and jump to grab the handhold on the wall. Jump up to grab the next handhold, then the next one on the left. Jump back to grab the crevice in the stone ledge, then jump up to grab the top of it. Either jump to grab the edge of the ledge behind and pull up, or climb on the stone ledge, turn around and jump to the opposite side. Continue through the hallway until you reach the next room.
Hallway with three levers and three stone doors - As you enter the hallway, you can see a lever on the left that opens the nearby stone door. There are also two more levers, one on each side of the hallway, that open the corresponding near doors, but you cannot use them now. So, pull the middle lever to open the door and go through it.
Whilst Lara reaches the edge of the ledge in the cut scene, a huge tentacle destroyes the ledge. When it retracts, Lara discovers that the tentacle belongs to a kraken (a legendary sea monster of Norse mythology). Using her camera, Lara spots a spiked platform above its head, and focusing on its left eye she comments "I hope it's as blind as it looks".
Kraken room - The first thing you should know is that you cannot kill the kraken with your weapons. Although you want it dead because it blocks the exit, you have to find another way of killing it. The spiked platform above its head will do the job, so you have to find a way of releasing it. To do that, you have to operate two mechanisms; one on the left and one on the right side of the room.
After the cut scene, return back to the hallway and make use of the two side levers you could not pull before. It does not matter which way you go first fisrt, since both have to be done.
Left hand side mechanism - Facing the kraken room, go left and pull the lever to open the nearby door (this action also closes the middle door and the other one if you have already visited it). Follow the hallway to reach a room with gears. [Checkpoint] Climb on the stone block to the left, then to the ledge above. Turn around and jump to grab the horizontal pole. Swing and jump to the opposite ledge. Turn right and jump to grab the second pole. Swing and jump to the ledge with the huge tentacle.
Locate the gear with the golden ring (as shown in this image) and use the Grapple to catch it. Pull the gear to its place and use the nearby lever to activate the mechanism.
In the cut scene, the kraken retracts its tentacle and the mechanism gets into motion. What you cannot see is that the left hand bridge in the kraken room moves away from the spiked platform, releasing the left part.
[Checkpoint] There is a Treasure (4/8) lying on the floor opposite the lever. Go get it and return back to the hallway with the three levers the same way you came.
Right hand side mechanism - Facing the kraken room, go right and pull the lever to open the nearby door (this action also closes the middle door and the other one if you have already visited it). Follow the hallway to reach a room with gears. As soon as you enter the room, turn left and notice the metal ring on the pillar (as shown in this image). Use the Grapple to catch it and pull it. The pillar will fall down, causing some pain to the kraken that will retreat its tentacle.
Go around the broken pillar, to the back of the room (as shown in this image), where you will find a Treasure (5/8). Once you get it, return back to the entrance of the room and climb on the ledge to the left. Then climb up the next two ledges. Walk up to the edge of the ledge and jump to grab the horizontal pole (or slide down the ramp and jump before reaching the end). Swing and jump to grab the handhold on the wall ahead. Traverse to the left around the corner and pull up on the ledge. Go to the other side and pull the lever.
The brief cut scene shows the mechanism getting into motion. What you cannot see is that the right hand bridge in the kraken room moves away from the spiked platform, releasing the right part.
[Checkpoint] Hang from the edge of the ledge and drop down. You will some health, but it does not matter. Return back to the hallway with the three levers.
Kraken room (again) - Use the middle lever again to open the nearby door and go through it. All three ways lead down to the pool, so follow whichever you want. If you accidentally fall into the pool, climb on the small square ledge and jump to grab the ledge above the pool. Then pull up.
Climbing to the spiked platform - Having the entrance to your back, go to the right and around the pool. Jump to grab the handhold on the wall and jump up to grab the next one. Climb to the next handhold on the left and jump straight up to grab the crevice above. Climb upwards and to the right and jump to grab the handhold on the right. Traverse to the right and climb up the next crevices above. Jump to grab the handhold on the left, then the next one above.
Jump to grab the beam behind you. When the camera shifts behind Lara, traverse to the right. Pull up and hang from the other side of the beam. Traverse to the left around the corner of the broken pillar and jump to grab the ledge on the left. Then jump on the bridge that moved away from the spiked platform.
Turn left and walk on the beam. To make sure Lara will walk on the beam and not fall down, press slightly the Left Analog Stick so that Lara is actually walking. Then approach the beam to step on it and cross it to the end. Then jump to the spiked platform and pull the lever on the left.
The cut scene shows that this action raises the spiked platform. The camera also shows the chain that supports the platfrom (notice the broken ring) and a lever.
Killing the kraken - Turn around and go to the other side of the spiked platform. Take a look above to spot the metal ring. Use the Grapple to catch it and jump off the platform. Swing and jump to the opposite alcove. Move forward and pull the lever to raise the spiked platform even more. This means that the chain that supports the platform lowers, bringing the broken ring close to the floor (As shown in this image). Draw weapons and you will see a red reticule on the ring. Shoot it before it goes up again.
In the cut scene, the spiked platform falls on the kraken's head and kills it. The kraken then retracts its tentacles from the exit door.
[Checkpoint] Hang from the extended part of the ledge and release to grab the handhold below. Drop to the ground and turn around. There is a metal ring on each side, so use the Grapple to catch either and jump off the ledge. Press and hold the Interact button and move the Left Analog Stick downwars to rappel down. Release the cable and go through the exit.
Through the exit door - Jump into the water and dive down. Swim through the tunnel until you can surface. Go up the stairs past the statue and follow the hallway to the next room.
In the cut scene, Lara looks through the closed gate and recognises the statue. It's Thor, the Norse Gof of Thunder. She also spots a glowing glove and comments that according to Eddas (a collection of poems; the most important source on Norse mythology) "Thor needed special iron gauntlets to wield his mighty hammer Mjolnir".
|« Mediterranean Sea | Part 1: The Path to Avalon||Index||Mediterranean Sea | Part 3: The Norse Connection »|
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