& Screenshots by Dr. Hugh
Web Page Design by Bert Jamin
December 2008 Bert Jamin (www.gamesover.com)
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5.1 Jan Mayen Island - Gate of the Dead
Jan Mayen Island - Valhalla: The Maze
Jan Mayen Island - Valhalla: The Timed Doors
5.2.3. Jan Mayen Island - Valhalla: Crossing the Abyss
5.2.4. Jan Mayen Island - Valhalla: The Hammer Hall - Room 1
Jan Mayen Island - Valhalla: The Hammer Hall - Room 2
Jan Mayen Island - Valhalla: The Hammer Hall - Room 3
Jan Mayen Island - Valhalla: The Hammer Hall - Room 4
Jan Mayen Island - Valhalla: The Hammer Hall - Room 5 & 6
Jan Mayen Island - Valhalla: The Hammer Hall - Room 7
Jan Mayen Island - Valhalla: The Hammer Hall - Room 8
the Room where a huge monster is lying on the floor. Is it dead or asleep? When
Lara enters and observes the Creature she takes notes in her Dictaphone.
Lara inspects the giant Creature
these Yeti Creatures inspired the Viking stories of Frost Giants.
As soon as these words are spoken the Yeti stands up and attacks Lara.
The Yeti Creature awakes and stands up
will automatically draw her Pistols and start firing at him. Keep going
backwards in large circles while shooting with the Pistols until the Yeti
smashes Lara down. He is already weakened by then.
Turning rounds with your Pistols
up and switch to the much powerful Shotgun. Again keep backtracking in large
circles around the Room while constantly shooting. Soon the Yeti will faint on
the floor. Press yellow (interact) to jump upon him and scatter his bones for
good. Job well done.
The final shot
Finishing off the Yeti
Look around the Room for any goodies. In one of the corners find Treasure #29 in a rounded jar. And in between the two heavy weights find another such jar containing Treasure #30: your final in this Level.
The jar in the corner containing your 29th Treasure
A second jar between the two weights
Smash it to collect your 30th and final Treasure
like in the other Rooms you need to climb up to the upper ledge. But here is no
helpful block and neither are there narrow ledges in the middle of the weights.
You’ll have to perform a chimney jump between the wall and a weight when it is nearly down to reach the upper narrow ledge that goes all around the weight like a belt. When a weight is almost down stand near it and turn your face to the wall. Make sure your back is touching the weight. Let it go up and come down again. The chimney jump is in two steps: first to the wall, then to the narrow ledge.
First take your position
Jump left to the wall
Then right to the narrow ledge
up with the weight while you shimmy to the front. At the top jump backward to a bar
of the central rotating mechanism. Stand up half and move so you are fully
standing on the bar. Get aligned with a chain by turning the camera view.
Shimmy to the front
Jump backwards to a bar
Walk until standing under a chain
there is one difference with the previous mechanism Rooms where the chain was
going towards the ledge. Here it’s moving away from it towards the wall.
The camera does crazy views here. When the bar reaches the top jump up to the chain and in this case shimmy forward (the opposite direction of where the chain is moving to) and keep tapping yellow (interact) to make Lara shimmy faster.
The jump to the chain
Shimmy forward fast
Lara is above the ledge, let go. There is an Autosave ping. Find a Health potion
on the other side.
Let go to the ledge
A Health Potion on the ledge
before the rolling cylinders and observe the setup: a front pair in the floor,
next a set of 4 in the floor and a set above these. There is a bar in front of
the higher set.
Observe the rolling cylinders
Jump over the first pair
to the bar hanging above the second floor set of 4. Now you see that the upper
set constitutes one cylinder only. Then you have to jump over the floor set
without touching the single cylinder above. Make sure you don’t swing around
the bar: simply press forward immediately followed by green (jump).
Jump to the first bar
Jump forward over the second floor set of cylinders
up to the second bar. Swing/jump to the third bar hanging between two fixtures
and stand up.
Jump up to the second bar
Swing/jump to the third bar
up. When the hammer is nearest jump to it and hang from the higher narrow ledge.
Swing along with the hammer.
Hang from the narrow ledge
cannot shimmy to the right side of the hammer so shimmy left around the corner.
When you swing over the middle walkway of the central rectangle drop down. The
walkway will start crumbling.
Let go the walkway at this point
The walkway starts to crumble
The crumbling walkway leads to a safe, big ledge. Sprint to the “T” and on the ledge you’ll get an Autosave.
Sprint to the “T”
Turn right on the safe ledge
Next: Room 8