Chapter 3: Single-player Walk-through
This section covers Rune's single-player game, covering all five episodes.
Inside, you'll find tips on traversing through all levels, solutions to puzzles,
and techniques for successfully completing key battle situations.
Episode 1 - Wotankeld
After Rune's introduction, you begin in control of Ragnar (currently weaponless)
at the base of the village entrance. Proceed forward and left around the central
rune stones and locate the Viking - with the large axe - behind the house (he
chops down a tree as you arrive). As you walk up, a brief conversation ensues.
The Viking states that you must face the weapons master, Ulf, in combat before
leaving the village. You're told Ulf can be found in the longhouse. You can
in front of the Viking and listen to several statements.
Once you're finished, continue behind his house and head into the alley against
the left rock wall. Stop at the branch and grab the fruit. Press the use key
while standing against the branch; the fruit replenishes health. Follow the maze
of house backyards until you encounter a small wooden fence. Leap over the fence
and continue forward and maneuver to the left around the house. The door opens.
Approach the man inside, your father.
Your father offers some advice (and a reminder to see Ulf in the longhouse) as
well as a stein of mead. Approach the stein on the table in the back of the room
and press the use key to drink the mead. Like the fruit, the mead replenishes
some of Ragnar's health. Exit your father's house and proceed to the right. Walk
to the rock wall ahead and locate the mountain path up and to the left. Enter
wizard's house and speak with him for additional advice and some hopeful
blessings from Odin.
Exit the mountain path and return to the village proper. Proceed left at the
mountain path exit and speak with the farmer. When you're finished, continue
his house. You'll reach the level's start position. Walk away from the village
and down the cavern path. Notice a branch on the right. Approach and press the
use button to eat the fruit. Continue down the ramp and approach the dock.
Speak with the man on the dock for additional advice and encouragement to go see
Ulf at the longhouse. The man also demonstrates one of Ragnar's abilities -
busting barrels and crates with a swift kick. To do so, simply press the use key
while you're up against a barrel or crate. You may uncover health items or other
goodies hidden inside these breakable objects.
Return to the village. It's time to locate Ulf and the longhouse. Head left
and return to your father's house. While facing your father's front door, look
the right and spot the wooden gate. Approach the gate, and it will automatically
open, revealing the longhouse. Walk to the left and head through the entrance
here. This first room contains weapons, shields, and food. Take the time to
explore and gather these objects.
Look right immediately and grab the lizard - another source of food. Bust apart
the barrels if you wish. Turn left and grab the shield off the wall as well as
the Viking short sword and the nearby hand axe. On another shelf in the room,
you'll find a rusty mace. Ragnar picks up all weapons, though you can only equip
one at a time. Equip any weapon for your battle with Ulf; for instance, the
slashing sword proves effective in keeping Ulf away. Practice combat maneuvers
you wish, then proceed through the door to confront Ulf and observe the
Ulf isn't an especially tough fight. Back off him, then charge and attack
repeatedly. Couple these retreats with strafing maneuvers (moving from side to
side). Hold up your shield if Ulf attacks; the shield will weaken after each
blow, but it does protect you from damage. Continue to pound away on Ulf,
eventually breaking apart his shield and finally bringing the warrior to his
knees. A messenger interrupts the battle's conclusion and sends Ragnar into the
The Voyage of the Sleipnir
This level is entirely a cutscene. You see Ragnar on the longship journey and
encounter with Conrack and Sigard. After verbal barbs are tossed, Conrack
a supernatural force to destroy Ragnar's longship. The resulting explosion kills
all warriors on board - including Ragnar! The next level begins underwater with
an ominous voice attempting to wake Ragnar from his death slumber.
The Ships' Graveyard
Ragnar awakens from death deep underwater. Bodies float in the murky water
him. Your goal is to reach the underworld ruins by swimming deep through several
sunken ships. You don't have the breath capacity to make it all the way without
locating a spot for additional air (you'll notice the blue breath meter to the
right of Ragnar's health bar). Swim upward immediately and climb out of the
into the small cavern. Pull out your sword and kill the crab-like creatures that
attack. Search the cavern for items. You'll discover a rusty mace resting near a
skeleton as well as a fruit tree with ample nourishment.
Return to the water and start swimming down. Remember, you must monitor your
breath meter. It doesn't decrease very fast, but if you move and find
too slowly, you could find the meter approaching empty. You'll lose a chunk of
health each second until an air pocket is located. Swim down and spot the sunken
longboat. Keep going down until you spot the next sunken ship. Locate the
in the ship's upper floor section. Swim down through the ship and proceed out
bottom hole. Continue down to the next sunken ship. When you reach that ship,
turn Ragnar around to face upward. Spot the air pocket above you. Swim up to the
air pocket and replenish Ragnar's air supply.
Swim back down to that next ship and locate the passage entrance. Explore this
ship for another air pocket (take the time to replenish your breath here) and a
skeleton scattered by a rusty mace. Pick up the weapon if you didn't pick up the
other one. Continue swimming down into the cavern below this third ship until
reach the level switch.
Continue swimming through the cavern ahead. Stop briefly to use the air pocket
the top of the cavern and replenish Ragnar's air supply. Swim back down and
proceed forward until you emerge inside a large room with several stone
structures and pillars. Look out for the large fish swimming around! Just
its location and avoid swimming too close. Find an outer ledge on the central
stone structure. Climb out of the water and on top of the ledge.
You receive a tip about breaking damaged walls simply by standing here. Pull out
the rusty mace and break apart the crumbling wall. The crack made isn't large
enough to walk through; however, your efforts cause water to fill the
interior - you can now swim up inside. Leap off the ledge and back into the
water. Swim to the bottom and locate the passage into the structure's center.
Swim up to the top and pull yourself up on the ledge.
Cracked walls lie to either side of you (to the front and the back). You just
smashed one of these walls with your mace. Approach the other and use the mace
bust open a hole. Move through and ascend the short staircase. Climb to the
higher ledge on the right (by approaching and jumping). Turn left and face the
pillar. You can't leap onto the pillar, but you can leap to a small ledge just
left of the pillar. Run and leap to the ledge; Ragnar should grab and hang on,
giving you time to pull yourself up on top.
Turn back to the pillar and climb up on top. Face the smaller stone structure
ahead of you. You can make the jump to the plank stretching out from the
structure. Back up slightly and perform a running jump to the plank. Walk toward
the structure's center and spot the grate below. Jump down onto the grate - it
busts and sends you into the water below. Swim down and follow the tunnel until
you reach a tall room. Look up and spot an opening through the broken grate.
to the top and pull yourself out of the water. Leap across the room to the only
available exit. Turn left and toward the next intersection. Spot the lever on
right. Use the lever to lower the floor in the next room.
Jump into the water and swim to the bottom of the room. Follow the water tunnels
and look for the first way up to the left. A secret room here contains a few
lizards (excellent for eating and replenishing health) and another rusty mace.
Once explored, leap back into the water and keep swimming forward into the next
opening and into the next level.
Underworld Ruins at Sigmundr
Climb up out of the water and onto the ledge. You'll face more crab-like
creatures here - simply smash them with your mace or sword. A second foe will be
found here, a lashing tentacle-like creature stuck in small, cylindrical
however, the tentacle can still strike or grab you if you walk too close. Also,
it can steal your weapon and toss it away (and you must relocate it and pick it
Though the tentacles can be killed, it's best to avoid them. Just remain at a
distance and walk around cautiously, keeping in mind to stay a full tentacle
length away from the creature. You can also bait the thing into attacking. Walk
toward it, then back away when it lashes out. Once it extends, run quickly past
before it can strike again.
Move forward and immediately turn to the left. Spot some lizards. Grab them to
replenish your health. Return and proceed forward. When you reach the next
opening (which leads into a larger room), look to the ledge on the left. Leap up
to the ledge. This secret alcove contains a sword and a waterlogged shield. Grab
the items and leap back down to the room's center. There are many tentacle
creatures here. Avoid them by staying away from their attacks.
Rotate around the room and spot some lizards to the right and one on the forward
wall. Leap up the walls going forward, making it a priority to avoid the
tentacles. When you reach the high catwalk, turn left. Avoid the tentacles here
and follow it to the right. If you happen to fall off, return to this same
catwalk and make your way across. You'll enter a small tower after crossing the
catwalk. Avoid the tentacle inside and move around to the left. Leap to the
to the left. Turn left again and spot the small niche. Run and jump to the
Spot the two vines ahead and receive instructions on how to use them - press
to climb the vine, crouch to descend the vine, and use to leap off the vine.
to the vine and ascend. Turn Ragnar toward the wall (from which you jumped) and
keep moving up until you reach the higher niche. Leap to this niche.
Leap to the ledge and avoid the three tentacles ahead. You can choose to kill
them or bait them into attacking, then run past. Grab the mace here if you need
it and break through the wall ahead.
Enter the large room; fight off the crab-like creatures that attack. Leap out
onto the central structure and climb the ledges to its top. Here, you will
receive a message from Odin himself about your revival and your mission. Odin
blows open an exit when he completes his speech. Proceed through and drop down;
fight more crab-like creatures here.
Walk down the ramp-like path and follow it around. It's almost like a spiral
staircase, and it moves from the top of this central pillar to the bottom. As
move down, avoid the tentacles and battle the crabs. When you near (or reach)
bottom, locate the pillars. Leap onto the pillars (you may need to pull yourself
up on top) and jump across to the next pillar until you enter the next area.
some lizards to the right to replenish your health. When you're ready, proceed
the left and drop down into the next level.
Underworld Caverns at Skorir
Walk forward and drop down off the ledge. Battle the crabs that approach. Go
right immediately and avoid the tentacle. Search this area for two lizards and a
sword (which you likely already have). Start down the decline ahead. Slide to
ledges, so you aren't sliding all the way down. Go into the water and swim out
through the only exit. Avoid the jellyfish creatures. While in the big room,
to the top to replenish your air supply. Swim back down and to the left. Follow
the underwater caverns until you can come up for air again. Three waterfalls
surround you. Avoid the jellyfish creatures and locate the two platforms.
Pull yourself up on the first platform and leap to the next (or simply pull
yourself up on the second platform). Jump to the entrance ledge. A new enemy
appears in this area. Battle the pesky goblins to the left and right of your
position. Look left and grab the health-replenishing lizard. Proceed down the
hall across. Avoid the tentacles and leap to the vine. Use these vines and
to new upper passageway. Kill the crabs here and walk out into the open chamber.
Turn right and spot the narrow walkway with a lizard. Leap onto the walkway and
hug the right wall. Grab the lizard as you pass by. Head to the other side of
catwalk you just left (by continuing down the narrow walkway). Pick up another
lizard here near the tentacle. Climb the new set of vines and leap up into the
upper room. Watch out for the crabs!
Proceed to the opening on the right (grab the nearby lizard) and beware of the
tentacles. Drop down and grab the shield, replacing your current defense. Follow
the path around. You'll spot the waterfalls on your right; the opening lies to
your left. Leap up inside and proceed forward. Drop down the hole into the next
Underworld River Canyons
Kill the approaching creatures, a crab and a goblin. Turn around and snag the
lizards on the wall to replenish Ragnar's health. Beware of the poisonous
mushrooms scattered about. Turn back around and proceed forward. Continue to
avoid the tentacles as you move forward. Stay to the left and locate a lizard.
You can grab the lizard even though it's close to the tentacles. Just stay back
and press the use key away from the tentacles. When you're finished, approach
chasm edge to initiate a cutscene.
After the cutscene, slide down to the bottom of the chasm by using the small
ledges to the left and right. You'll drop down into a small underground river
see a vine hanging in the room's center. Back off from the room's center to the
passage blocked with rocks. After several moments, another cutscene plays of a
large boulder crashing from the chasm above into the river below. This boulder
large enough to stand on and reach that hanging vine!
Leap onto the boulder and to the vine. Ascend the vine and jump to the upper
walkway. Fight a goblin here. If you're fortunate enough to slice off its arm,
you can pick up the limb and use it as a weapon! Walk to the vines ahead. Leap
the vines, then the small alcove across the way. Locate the fruit tree in the
back. If you need health, pick off the fruit.
Return to the vines. Peer down and notice the two vines on the left that don't
drop down onto the steam. Use one of the two left vines and descend. Grab the
fruit and lizards by the campfire. You'll also find a hand axe. You can explore
the semi-circle cavern behind the campfire. Watch out for the mushrooms here,
there's also a lizard to replenish more health.
There are two ways to proceed from here. You can proceed right from the fire and
drop down into the hole. This leads to a path with a lava cave on one side and
steam on the other. You may also encounter a goblin here. Defeat him and grab
goblin shield. Alternatively, you can drop down past the steam from the campfire
area. This way is your eventual goal no matter which route you chose. Avoid the
tentacles and hang to the left.
When you notice the hole in the walkway, stop and watch cavern rocks drop down,
busting part of the walkway. Keep to the left and avoid plummeting into the
below. Don't neglect the two lizards in the left alcove.
At the fork in the river path, stay to the left and approach the plentiful
tentacles. Fight the goblins here if necessary and proceed through, avoiding the
tentacles as you go. Your goal lies at the top of this river stream. You can use
the vines if you wish or just move up the ledges. When you reach the top, head
right toward the crabs. Defeat them and continue around until you reach a
campsite. Grab the lizards here to cure Ragnar's wounds.
Return to the top of the river and jump into the water hole. Swim down and keep
to the left. There's an air pocket almost immediately; use it and continue
swimming into the large cavern. When you enter the large cavern, stick to the
left. There's a large fish swimming about (an instant kill if he catches you).
You'll find another air pocket to the left. The fish won't follow you into the
Return to the water and keep left once again. A second air pocket can be found
here. You can climb out of the water here and snag some lizards. Return to the
water and stay left again. You'll discover a path flanked by stone columns. Swim
through here (it's located right from the start position but left from the
air pocket) and keep moving forward until the level ends.
Eitri Underworld Lair
Emerge out of the water. Pull yourself up on the left ledge. There are some
lizards here as well as some on a ledge behind you (found over the water you
emerged from). A new size of crab can also be found here. These giant versions
are slow, but pack quite a wallop with their large lobster-like claws. Use a
sword or axe to hack off the giant crab's claws. Alternatively, you can force
giant crab to flip when it rears back (just strike it during its pose). While
it's overturned, hack away at its limbs until it dies.
Explore the left side of the cavern to locate a Viking wooden shield. Thorough
exploration of the right side uncovers a campfire and an additional lizard
Continue up the ledges to the left. Many small crabs attack here - to defeat
them, keep moving, either side to side or retreating, and swinging your weapon
(preferably an axe or sword) to kill the crabs one by one.
Ascend the next ledge and face a tougher set of crabs. Go for their pinchers,
though; walk up, swipe at a pincher, and back off quickly. Retreat until all
giant crabs are eliminated. Proceed into the next tunnel and snag the lizard on
the right. In the next room, you'll encounter a goblin wielding a torch. Strike
him down with your sword; you can grab the torch and use it as a weapon if you
wish. Avoid the tentacles (snag the lizard on the left ledge) and proceed
the tunnel and around to the left. Fight some crabs here. Locate another lizard
on the right.
A series of tentacles blocks the path ahead. You can distract them by keeping
crabs alive and down there or by tossing a limb (from the dead goblin) nearby.
Either way you choose, get past the tentacles and jump into the opening in the
wall above them. Follow the path down, avoiding more tentacles. When you reach
the bottom, prepare for combat - a giant crab and a pesky goblin are near.
Go forward and face more combat. Snag the lizard near the plant to the right. At
the end of the tunnel, kill the goblin hacking away at the wall with a bone
Pick up his weapon and add it to your arsenal. Pull out the club and strike the
crumbling stone wall ahead (the same one the goblin was working on). Break
through the rocks and leap to the ledge above. Drop down into the hole.
Tons of tentacles here, but you can avoid them by simply walking around them or
by jumping and swinging your weapon as you pass. If you need health, search the
cavern's left side for three lizards. At the end, ascend the ledge on the right.
Walk past the first pool to the second one with two large jellyfish in it. Keep
to the left and jump into the water here. Swim, keeping right, until you spot
large fish. You can avoid the fish or lure him back to the jellyfish.
Your main goal underwater is to locate the exit. Thorough search of the tunnels
to the right, though, uncovers a dead end with a hand axe (if you don't have
one). While underwater, watch where the fish swim and follow them to the exit
(immediate left after entering the cavern the fish started inside). Climb out
into an alcove with lizards (for health) and crabs (for combat).
The next room contains lot of small and giant crabs. You can choose to face all
combatants. Simply be patient and lure each to the entrance and block the rest
in, so you're only facing one at a time. Kill the small crabs quickly and hack
the pinchers off the larger variety. Alternatively, you can leap to the ledge on
the back wall (in the center) and bypass the combat. Either way, climb up and
continue on until you reach the hole in the floor. Jump in to end the level and
Episode 2 - Helgrind: A Gate of Hel
Walk forward from the start position until you receive the message from Odin.
receive a message about Hel, her "fortress," and the dangers you might expect
within. After Odin's disappears, snag the rune power-up. This power-up will
increase your rune energy supply. Each weapon carries a different rune power,
such as the Viking sword's ability to create a powerful shield. You must have
rune energy to use the abilities. All rune abilities require a certain amount of
energy, and you must locate these rune power-ups to replenish the energy supply.
Walk forward to the cliff and turn left to spot the ledge to leap on. Drop down.
Spot another ledge below you and drop down once again. Turn right and face the
cage. Cross the cages by leaping on top once the cage lowers. Leap to the
across; here, you'll see a few zombies tied to crosses. Be prepared for an
attack - these zombies drop down off their crosses after a few moments. Snag the
lizard off the wall on the left. Fight any crabs encountered.
The zombies are tough customers, at least the toughest you have faced thus far.
Avoid their poison breath attack. Keep them back and on the ground with your
sword. You must cut off their heads to keep them from rising repeatedly. Defeat
the zombies and head left (from your original entry point) and turn toward the
lava. You'll spot two more cages here. Leap to the first, then the second. Turn
left toward the wall and snag the lizard.
Jump down to the ledge (you'll spot a goblin in the entrance hole). Defeat these
goblins and enter and turn left. Two goblin workers stand here attempting to
through the hard rock. Kill them and use a weapon to break the crumbling rocks.
Walk through and face the door to the left. You'll battle crabs and zombies
Approach the door ahead. Once inside, turn left immediately. Approach the end of
the tunnel and grab the lizard off the wooden door to the left. Jump up. The
other wooden door crashes down below you. Leap to the ledge.
Turn left and face the stone ledge flanking the walkway you just crossed. Leap
top and battle the two goblins. Drop down into the area with the zombie and the
two levers. You can use the levers to sink two of the cages. Defeat the zombie
and locate a chain on the far left side of the walkway. Jump onto the chain and
ascend into a room with barrels. Knock out the zombies here. Go upstairs to the
right and to the top of the tower for a rune power-up.
Drop through the hole and into a room with lizards, rune power-ups, swords, and
shields. Explore the room and grab all useful items. Jump onto the chain in the
room's center and descend. Battle the zombies, though be sure to avoid the fire
in the room's center. These zombies continue to pour out the open doors. To
prevent them from coming out, use the lever to close the doors permanently. When
you're finished, proceed through the door that opens.
Follow the stairs up (grab all the lizards if you need health) and follow them
through the left turn. Pull the lever at the end of the hall, which opens a door
to your right. Continue battling the zombies here. Enter the next room with
to the left and right. The right path leads back to the area's entrance. Go left
and defeat the zombie that impedes your progress. Use both adjacent levers to
gain access to the trolley. Hop in the trolley and use the lever to ride into
Bridge Over River Geiryimul
Walk forward and listen to the statue. Doors open to the left and right; both
paths lead down into the main room with the statue. Follow the right path,
however, to grab some lizards and replenish Ragnar's health. You can pull
yourself up on the ledges that surround the statue. Additional lizards can be
found up here.
Paths from this room lead to the left, forward, and right. Locate a torch in one
of the hallways. You can use the torch for a light source or even use it as a
weapon. If the torch goes out, press the use key at any flame source to ignite
the torch again.
The path to the left holds your eventual goal. Fight through the crabs in the
hall and walk through the door. Zombies wait inside. Be sure to snag the Viking
metal shield hanging from the wall. Follow the corridor, not neglecting the
lizards to the left. When you grab them, though, beware of the aggressive crab
that attacks from the niche underneath. Another torch lies on the left in case
you desire a replacement.
Use the lever ahead and walk through the door. Snag the lizards ahead and go
to the zombie. If you went right instead, you'd notice a lowered bridge. Keep in
mind its location - you'll be returning here shortly. At the end, turn left and
spot the zombie in front of the lever. If you approach to attack, he'll use the
lever and cause the fire to burst out. Be careful. Kill the zombie to gain
to another lever. Use that lever to lower a platform to the right, back outside
at the end of the hall. Ride that platform up.
Goblin cages litter the room. You can use the lever here to lower one cage to
fire mechanism below - purely optional. Search the hay on the left for lizards.
Two cell doors lie beyond the hay. Enter the left cell and battle the zombie.
Spot the gong at the balcony. Using the gong signals to another zombie to pull a
lever raising the bridge you couldn't pass. Hit the gong with a weapon and
quickly retreat out of the cell and to the platform you went up moments ago. Use
the lever to lower the platform. Walk forward and to the left to cross over the
Kill the zombie waiting over the bridge. You can head down the stairs if you
and use a chain to descend to some lizards. Locate the other gong here and turn
right. Leap onto the roof and look down to the left. Notice the open grate. Drop
down inside. Kill the zombie and proceed through the door into the supply room.
Search the barrels to the left and right for a rune power-up and some lizards.
Use the lever to lower the floor. Combat another zombie. Search the barrels to
the right for some lizards. Walk toward the zombie on the other side of the
he'll hit a lever starting a platform. Take the platform ride, defeating zombies
and avoiding flames as you move. The ride eventually ends with a switch to he
Vargeisa: Fires of Hel
Snag the lizards on the wall to the right. Walk forward and grab the shield from
the alcove. Turn left and kill the zombie protecting the lever. Now, before you
use the lever (which raises a nearby platform), turn to the right and spot the
rune object resting on the platform above the lava. Two chains hang between your
position and the rune.
Jump over the gate, then head to the first chain. Ascend the chain and press the
use key to jump to the second chain. Ascend again until you're well over the
platform and press the use key to jump again. You'll land on the platform and
press the use key to snag the rune health power-up. This rare rune increases
Ragnar's maximum health bar. Use the chains to return back to the platform with
Use the lever to raise the platform. Get on the platform. You can choose to run
and jump straight across to the small alcove with the zombie and second lever.
You'll also find plenty of lizards here to replenish your health. Then, you can
use the nearby chain to descend to the catwalk below. Alternatively, just push
the lever here and hop back on the platform. Ride the platform down to the
Defeat the zombies and avoid the flames as you cross the walkway. A platform
lowers ahead of your position with additional zombies. Battle them and follow
path until you reach the gong. Use the gong (or let the zombie do it) to lower a
nearby walkway extension. Follow this walkway through a cave opening. Ascend the
ramp inside and hop up the ledges. Defeat the zombie guarding the entrance. Make
sure you sample the lizards to the right of the entrance.
Ascend the stairs to the left and locate a shield and axe to the left and a bone
club to the right. Return to the right and peer over the overhang. Drop down to
the narrow path on the left. Go through the opening that closes behind you.
Battle the zombies and ascend the ledges that drop ahead. Move quickly! The lava
beneath you has started to rise!
After pulling yourself up on the third ledge, turn around and spot the goblin.
Jump over and kill the goblin to gain use of his goblin axe. Immediately turn
right and jump to the ledge. Turn left and leap down and against the right wall.
Pull yourself up and leap to the higher ledge (direct your forward jump slightly
to the left). Ignore the rune power-up and the zombie - there's no time! Walk
left to the wall and turn left to face the ledges. Jump and continue moving up
until you reach the chain. Ascend to avoid the lava rising below!
As you ascend, you may notice a small area to jump off and explore. You can grab
rune power-ups here as well as some lizards. You must work quickly if you leap
off - the lava is still rising! Return to the chain and continue ascending to
reach the next level.
Eliudnir: Hel's Chamber
Prepare a weapon and fight the zombies ahead. As you move forward, beware of the
crabs that emerge from the holes near the floor. Pull the lever at the end of
hall to open a door to the left. Avoid the fire in the middle of the room as you
battle the zombies. Clear the room of lizards to replenish your health. The exit
lies at the end of the room to the left. Break the barrels and the wall behind.
Drop down (grab the rune power-up to your left) and walk to the hole to your
Use the lever on the right; it opens a previously locked door. Go left, snag the
lizards, and fight some zombies. Use the lever to open the gate ahead. Move
through and kill the goblin. Use the lever in the alcove (battle the zombies
here) to open the exit door.
Move through and follow the hall. Snag the torch from the wall to help you see
the path ahead. Follow the hall to the chain. Descend the chain. Goblins
immediately enter the room. You can defeat them. Better yet, run through the
door one emerges from. Hop on the barrels in this room to reach the upper
Grab the red-colored rune, the rune of bloodlust, which provides temporary
invincibility. Drop down and return to the main room.
Four zombies enter. You're well prepared to fight with the rune of bloodlust in
hand. Defeat them, then search behind the swinging walls (where the zombies
emerged from). You'll find lizards and a rune power-up behind two of them and a
lever behind a third. Use the lever to open the exit door.
Proceed through the opened door. When you reach the lava, go right. Climb the
chain here. Ascend all the way to the top and leap to the ledge across to gain
some lizards. Return to the chain and go through the small passage leading left.
Three doors lie inside the room - zombies emerge from them all. Through the
middle door, you'll find a rune of bloodlust to assist your battle. You can
explore the upper ledges of the room for rune power-ups. Walk inside the last
niche (where the zombies emerged from) on the right to descend to the
underground. Fight the crabs here in the dark.
Go right and use the lever to lower the door. Enter the small alcove to ride a
platform up into a large, open room. Witness the cutscene depicting the portal
opening. The portal launches seeking projectiles. You can avoid them by hiding
behind pillars or using your shield to block them.
Head toward the portal and ascend the staircase to the right. Grab some lizards
if you must replenish your health. Keep going up to the end of the hall and use
the lever. It lowers a platform in the main room's center. To leap to the
platform, spot the opened grate to your right. Jump out and onto the platform.
Quickly turn left and run toward the zombie and lever. Leap to that platform and
kill the zombie. Use the lever to close the portal completely.
Proceed through the only exit door. Open the next left door. Walk to the
intersection. You've entered a series of hallways and traps. Turn right and spot
the goblin at the end of the hall. The floor is trapped. If you attempt to walk
forward, an object running across the floor will slice you to bits. Proceed this
way, though. Use lever to open gate at the end. Move forward and trigger the
goblin's advance - the trap will kill him.
To cross the trap safely, leap as the trap slides toward you. Upon reaching the
other side, hit the lever to open the gate. Proceed down the tunnel, timing your
advance to avoid the flames. Go around to the right. Floor panels are rigged
here. Stepping on the floor panels triggers the crushing walls. Leap over the
panels to avoid the traps.
Enter the room at the end. Battle the goblin and use the lever to gain a rune
power-up. Drop down and battle the zombies. Enter the right opening to lower the
right wall. Proceed through and go up the stairs (get the lizards). Enter the
room on the right. Move to the room on the right (without the chain). The door
slams behind you.
Kill the zombies. Though it appears you're trapped, there's a solution. A cage
lies above you and drops down if you pass underneath. You must trigger the cage
to drop and hop on the nearby stairs that lead to the door. Once on the stairs,
jump on top of the cage before it rises; from the top of the cage, leap to the
lever and goblin guarding it. The lever just lowers the cage - getting there
opened the exit. Drop down and proceed through the opened door. Follow the hall
to the end (passing the locked doors) and use the lever.
Retrace your steps and enter the second room on the right. Cross the bridge and
follow the hall to a second lever. Use the lever and observe the door opening.
Return to the bridge and leap off toward the statue. Proceed through the hall
underneath the statue. Avoid the fire traps and zombies in the next halls. Walk
up staircase on the other side and enter the trolley. Use the lever to complete
The Fires of Sultr
Walk forward and listen to the cutscene. Pick up weapons (if you need them) and
make your way down the pseudo-staircase. Enter the door at the bottom and
the staircase. Grab the leg of meat on your right. Bust the blockages ahead and
enter the underground. You can explore here and fight many zombies. The exit,
though, lies through a door that requires busting apart with a weapon. You'll
find the door on the right wall of the room. Proceed inside and go right.
You'll enter a large lava room. To cross the lava, you must break down the
columns. Simply approach and swing a weapon to cause the columns to drop (you
need to jump and attack). Bust and cross the columns until you can reach the far
end of the room. Climb up the ledges to the right and ascend to the sword and
zombies. Grab the sword quickly - the Roman sword - and use it against the
Once you're finished, drop down to the left opening. Follow the hall to a
wall. Break it and drop through the hole to proceed to the next level.
Hyrokkin: Realm of Hungr
Proceed to the intersection, go left, and head through the door. Descend the
staircase and snag the torch from the ground if you wish. Lots of zombies here
are triggered through exploration. Eliminate them or simply walk across to the
closed gate and search the two rooms to the left and right. Two levers lie
inside. Use them both to open the gate.
This area includes many flame traps; zombies guard the switches and use them if
you approach. Kill the zombies and avoid the flame jets. At the end of one hall
(without the three switches), you'll encounter a breakable wall on the right.
Bust through and drop down. Open the door at the end to enter a room with its
ceiling bristling with electricity.
You must disable the electricity to enter the tunnel that leads toward the
level's exit. To do so, enter three separate rooms and use the lever inside.
These rooms are rigged with spinning blade traps, and each requires its own
to pass. Meanwhile, zombies patrol the outer area. Two runes of bloodlust can be
used to assist your combat efforts. Stick with the Roman sword for optimum
Here are solutions to the three rooms:
1. The building with one large, singular spinning blade: You can jump to the
girders that support the structure overhead. The blade moves fast. As it passes,
leap to the girder and pull yourself up. Time your jump to the next girder (or
just toward the ground and the lever ahead). Push the lever to turn off the
electricity and make your way out of the building using the girders and timely
2. The building with multiple, double spinning blades: Zombies enter from small
rooms that line the left and right walls of the structure. The blades will kill
the zombies quickly. Use the small rooms to hide from the blades. Make your way
down, slowly timing your advance once the blade moves past. Use the lever and
3. The building with the multiple, single blades: These blades move slowly
that you can just walk cautiously around. You may need to use some jumping
techniques to reach the lever at the end.
You should save your game before entering any of the three buildings. The blades
kill instantly on contact. Save your game beforehand to avoid needless
With the electricity down, locate the three chains with a green-lit entrance
overhead. Climb these chains and proceed through the entrance. You can also use
other chains to leap inside secret rooms. One across from the exit contains a
lizard and some rune power-ups.
Proceed down the hall and watch the cutscene of the ghost ship. Walk down the
ramp and kill the goblins. Ascend the ramp now and avoid the flame jets. Observe
their pattern and advance once the flames are off. At the top, go through the
entrance opposite the catwalk. Walk through the door on the right to complete
Nagrind: Stand of the Dishonored
Take the first left and battle zombies. Exit to the right. Turn around and snag
torch if you wish. Approach the overlook with the reflective floor. If you
the upper walkway around, you'll locate a lizard to replenish your health. Drop
down into the room with two floor switches. You must press them both down to
the exit door. However, after both are pressed down, they revert back to their
initial state immediately - which closes the door!
To maneuver through the door, stand on one button to push it down. Choose the
left-hand button (if facing away from the door). Stand directly in front of the
door. Pull out a weapon you aren't using frequently - the bone club is the best
choice - and toss the weapon at the second floor switch. Should you connect, the
second switch will lower and open the door. Back up immediately through the open
door. Move in quickly before it closes.
Drop down and kill the goblins and zombies. You'll notice that one goblin drops
bone club - perfect replacement. Hit the switch and continue through the halls
until you reach a lava pool. Leap onto the platforms to ride them to the far
side. The platforms move in the direction they were going when you hopped on.
Once you reach the other side, ascend the stairs to the left and defeat the
zombies in the next room.
Climb the chain and explore the upper level for lizards. Spot the breakable wall
near the sword. The switch inside starts lava rising inside the room. After
hitting the switch, jump off into the room's center and locate the exit. Two
circular platforms rest in the room. The platforms rise with the lava. To
survive, you must float up with the platforms. Look up and notice walkways above
each platform. You must stand on the platform without the overhang to rise
without danger. You'll switch as the lava rises.
Leap into the hallway once the lava has risen completely. You're rewarded in the
next room with health, rune power-ups, and weaponry. Enter the next room to
trigger the cutscene displaying the many roaming zombies. Walk to the statue
ahead for another cutscene. A rune of bloodlust and some health power-ups are
scattered around the room. Zombies enter momentarily, and you're forced to
Use the Roman sword for optimum results.
After awhile, the exit door begins to open slowly. You must survive the
of zombies until the door lowers far enough for you to jump over it. Save the
rune of bloodlust and health power-ups as long as possible and only use them
you're in the most danger. Once the door lowers, proceed down the hall to the
trolley. Use the switch to end the level.
Helreginn: Machine of Hel
Snag the lizards from under the bench ahead. Proceed through the door to the
right and enter a room with a strange machine. Defeat the zombies present and
explore the machine for lizards if you need health replenishment. You can also
explore the bottom of the steps to pick up a rune power-up. Locate the switch
use it to activate the nearby lift. Enter the door opposite your position and
watch out for the cracked floor.
Proceed past the statue into the hall and head toward the next gate. The
rises inside this room. Avoid the spikes at the top and snag the lizards
littering the ceiling. The platform descends automatically. Retrace your steps
back to the machine and break the crumbling wall. Leap to the right-hand path.
Bust the barrels at the end on the right and hop through the opening.
At the balcony overlooking the lava (the lava lies on the left), use the bench
and the ledges above to pull yourself up. Observe the cutscene of the machine
the zombies entering. Defeat the zombies and walk around the machine and drop
down on the other side to the other balcony. Explore the room on your left for a
rune power-up. Return to the wall and bust an opening by throwing a weapon at
crumbling section. Leap inside. In the next room, use the lever - the statue
comes alive behind you. Defeat the statue and exit the next door and up the
staircase. Turn left at the top; use the lift on the right, then the left at the
Paths lead left and right. The right path leads to a room with a rune power-up.
Head left to another platform room with spikes at the top. Exit this room
the available exit. Enter the first right turn and use the lever at the door.
Lower the bridge to the machine with the lever. Once inside the machine, use
another lever to end the level.
Skelkingr Caverns: Goblin's Lair
Push the lever and proceed into the cavern opposite the doorway entrance (this
leads to a dead-end). As you walk, the floor crumbles beneath you. Avoid the
tentacles below and pull yourself out via the ledges. Continue to the trench,
peer down, and spot the stream. Drop down into the stream and go left to the
waterfall. Leap to the ledge across from the waterfall and use the change to
descend to the rope bridge.
Cross and emerge into the large area. Cross more bridges to the rune power-up.
Retrace your steps back to the chain. Descend to the water. Search behind the
waterfall for weapons and a rune power-up. Return back up the waterfall (via the
chains), and leave the stream trench, and head back into the caverns.
Follow the goblin ahead through the broken wall. Go right. If you approach the
meat, a cage drops down. If you're trapped, simply swing against the cage until
it breaks apart. Continue to the right and drop down. Ascend the chain to the
tunnel opening. Emerge into the large, open area. Turn right and approach the
rune. Grab this rune of power to replenish your rune energy and increase your
rune energy's maximum capacity.
Go left and drop down to the three goblins. Go forward and up the ledges. Once
again, if you're caged, just bust out with a weapon. Approach the pod (it
resembles the machine you repaired) and watch the cutscene of zombies attacking.
Fight the zombies and goblins that join them. Snag the rune inside. Go right and
behind the pod. At the hole, snag the lizards and drop down to clear the level.
Skerkir Ravines: Goblins' Lair
Goblins surround you immediately. Fight your way out. Notice the steam coming
from a small hole in the ground - you must use these anomalies later. Walk onto
the steam, and you're shot upward. Move in the air to the upper ledges. Explore
here for rune power-ups and lizards. Drop back down and exit through the only
available exit. Go right inside the next room. If you're stuck inside a cage,
bust your way out with your weapon.
Leap into the water to the left. Although it doesn't appear as such, the water
quite deep and leads into an underwater cavern. Turn right and continue swimming
until you notice a hole in the ground. Swim straight down; at the bottom, turn
toward the opening. Ropes inside these passageways trigger cage traps. If you're
snagged, bust out with a weapon. At the second rope, turn right and pull
up the ledge. Proceed forward, dispatching the goblin along the way.
Cross the bone bridge. At the first steam vent (like the one in the first room),
walk on to it and launch into the air. Adjust your heading to land on the upper
ledge. Go left (away from the chain) and jump to the closest ledge. Continue
jumping and crossing ledges around the area toward the left. At the end, ascend
the chain. Grab the rune power-up to the right and cross the bridge to the left.
Enter a goblin-heavy area. Turn toward the first chain on your right. Ascend and
cross the lava flow. Drop down on the goblin beating the mushroom-like
objectives. Climb up the rocks ahead and move across additional edges to reach
the high bridge.
Stretched canopies are found here. Jumping on these canopies launches you in the
direction the canopies face. Use the canopies to reach higher ledges. When you
reach the angled canopy, hop on to reach the top exit. Follow the hall around to
a new area. Use the multiple canopies (you'll bounce like a pinball) until you
reach the top ledge. Drop down into the hole (spot the lizards), and you'll
become caged. The level ends in captivity.
Lair of the Torfar-Kolla
You've been stripped of armor and weapons. You must battle the Torfar-Kolla -
you must find your scattered weapons to accomplish the task. You begin inside a
cage; the Torfar-Kolla's attack destroys the cage.
Go right from the start position to locate a rune of bloodlust. Take it now or
save it for later. Proceed left toward the chains. Go up. Gather weapons and a
shield as you move. These weapons will go with you to the next level; take the
time to search for as many as you can find. You'll eventually reach a new
the trial pit mace, after thorough exploration. Jump up the ledges nearby to
emerge at the upper area of the goblin pit controls.
Kill the goblins and follow the walkway to the weak rocks holding up the cage.
Swing your weapon against the rocks to break down the cage and cause a crack in
the floor. Drop down and either hop into the crack or finish off the
with your weapon (and, optionally, a rune of bloodlust).
Drop into the crack and follow the underground tunnel to its end (many lizards
here). Hop up, and you'll be outside the pit near a rune power-up. Grab it and
continue to the next area, a large, cliff section with a rune power-up at the
of a spire. Pick up the rune power-up to conclude the level.
Beetle Passage is a purely cinematic level where Ragnar uses a flying beetle to
traverse the caverns and tunnels to reach the mountainous next episode.
Episode 3 - The Gates of Thorstadt: Hlora's Pass
Approaching the nearby gate will trigger a cutscene that shows you the fortress
where Conrack awaits. Behind you, as you stand at the gate, is a small opening
the wall that leads up. Climb through the opening and up the crack until you
stand on a narrow snowy ledge that leads to your right. Follow the ledge and
the gap at the far end.
You are standing on a ledge below a guard; to your left, around the corner, is a
hole in the cliff wall. Go through the hole and into the passageway beyond. If
you find yourself facing a dark chasm with no way across, turn around and re-
enter the passageway. In a few moments, you will be facing a blue plant, with a
small ledge to your right. Climb on it, leap to the plant's ledge, and proceed
Break through the wooden barriers and fight the guards. Behind their house is
another wooden barrier with a passageway beyond it. The passage leads to a wide-
open area, with boulders raining down from above. Straight ahead is a rune, but
the way onward leads to your left. When you reach a metal gate, climb up the
to your left to bypass it.
Follow the snow beast down to the guardhouse and do battle with it. Leading from
ground level is a tunnel supported by wooden beams. The tunnel leads to the
courtyard of the Temple of Loki; stopping by the throne near the tunnel exit
triggers a cutscene in which Odin tells you to enter the temple.
Approach the temple and locate the small wooden door to the left of the grand
entrance gates. Wait here while the guards talk inside; the door will open in a
bit. Enter and dispatch the guards. A chain leads up to a room with a ramp that
ascends to a slit that overlooks the courtyard. Behind you is a pair of ropes
that support a lift that will hurtle to the ground below when you step onto it.
As you enter the fortress, go to the far wall and take a left. A small opening
your right leads to a little bridge across a small icy moat. You can climb over
the barred doorway in front of you by leaping to the awning to its left and
jumping through the opening over the door. Once inside, climb the stairs and
break through the square wooden panel at your feet.
Make your way through the sewers and climb a chain to a room full of barrels. A
breakable wooden door lets you into the courtyard where guards await you. At the
far side of the courtyard is another breakable wooden door. Climbing up the
chain, you will find yet another chain, leading from the small room above.
In the courtyard, cross the open space and ascend the ramp at the far end.
the doorway, climb the chain and cut
To either side of the statue are levers that you must pull.
loose the boxes, which will fall on the guards below. When you leap down onto
boxes, another guard will open the opposite door. Inside, go upstairs and break
through the wooden panel.
Follow the revealed passage to an arena that contains quite a few standing rocks
and a statue at its far end. To either side of the statue are levers; when both
are pulled, goblins will emerge from behind opened doors around the arena. To
right and behind the statue, a tunnel will open that leads to the next
Hergrimer Quarter: Streets of Thorstadt
Just above you is a chain holding up some wooden beams. Toss a weapon at the
chain to break it and use the fallen beams to climb up into the street.
At the far end of the street, break through the damaged wooden door. Once you
defeat the berzerker and his comrades here, a door near the beginning of the
level will open, and another Viking will emerge. Inside that door, break down
wooden beam that is holding up part of the ceiling and climb up.
Drop into the neighboring street, then drop down into the opening on the
end of the street from the metal cage. Down here, follow the tunnel to a room
full of barrels; flip the switch you find here. Flip it again once the lift
descends and ride the lift up.
In the next room, the door on the main floor is impassible. To bypass it, look
your left and climb on the wooden
Climb through the open window here, using the wooden platform below it.
platform, using it to jump into the open window. Break the barrel that is
clogging the next window and leap down. Once you defeat the berzerker, the door
will open, letting you exit.
Around the corner, a cutscene will play in which the tower catches on fire. Just
to the left of the tower is a short, narrow alley with a doorway along the right
wall. Climb up and get out on the ledges overlooking the street. Leap to the
wooden platform near the flames, but do not enter the tower. Instead, turn and
jump to the hexagonal building whose roof
To the left of the burning tower is a narrow alleyway with a door.
has been broken off. Drop down into the opening (landing on the beams to avoid
injury) to end this level.
Chop away the two wooden supports that are holding up one of the stone pillars,
and it will topple through the nearby door. Through the door is a chained snow
beast; free it by breaking its chains, and it will break through the wall.
After you fight the guards, exit through the small archway. Up in the next area,
take a sharp left and look for a breakable door. Inside, climb the chain and
break through the door there. Chop through some wooden supports to proceed to
another chain that leads up.
Nearby is a chain that supports a heavy wooden bowl. Leap towards the chain, cut
it mid-leap, and ride the bowl down onto the guards below. Just inside one of
side rooms is a switch that momentarily opens a pair of doors that lead outside.
Cross the open area and go inside the small room that contains several stacked
crates. Attempt to climb them, and you will knock them over, alerting the guards
outside. Fight them and go down the wrecked hallway that is now open. At the
take a right into the small room and climb up. Jump through the narrow window,
and you will enter the next level.
Motsognir: Fierce Resistance
Look out for the guard above you who pushes deadly crates onto your head. As you
exit this room, look for a lift to your left that takes you down to a rune
Back up the lift, exit through the hole to your left, and you will overlook a
courtyard. Below, a snow beast, pursued by guards, crashes into a building. Jump
down and kill the guards, but do not kill the two prisoners who are standing
Instead, go to the end of the courtyard and press the switch to open the door to
its left. Inside, press the switch you find there quickly, so you can go back to
the courtyard before the first door closes. The two prisoners will attack the
guards who emerge from a room nearby, giving you ample opportunity to kill this
wave of attackers.
Once they are dead, a short time will pass, and another wave of guards will leap
from the walkway above and attack. The column in the center of the room will
descend, letting you reach the rune of bloodlust on it. In a corner of the
courtyard, along the same wall the prisoners were held captive within, a new
A few well-timed leaps take you to the edge of a pit; to your right is a
breakable door. If you elect to leap into the pit, you can climb up the chain
there by first tossing a weapon above you to break apart the wooden beams that
would otherwise block your progress.
The way onward is through the breakable door by the edge of the pit. Inside,
from the hand card to the chain and traverse the room to the rune above you.
approach the opening on the far side of the room; a wooden door will slam in
face, and guards will attack. Inside the room they emerged from is a switch that
re-opens the wooden door.
Past the door is a four-part courtyard full of guards not only on the ground
level, but also on the rooftops. Defeat several waves of guards, and the metal
grating that blocks your way into the courtyard's center will open. Climb the
chain inside to the upper level and make your way across the rooftop to a
breakable wooden window.
Inside, continue to break your way through debris until you arrive at dark maze
full of barrels. A torch near the entrance will assist you. At the end of the
maze is a box you can use to climb to the room above. This room features an
elevator that is operated by a switch. Flip the switch and ride the elevator up.
Skeggjold Meeting Hall
The stained glass window below you will smash as you leap to it, dropping you to
the room below. Break through the damaged sections of wall to proceed. In the
courtyard, a guard will try to kill you with a collapsing column; killing all
guards will prompt more to appear on the walkway above you.
At one end of the room, the debris from a pushed column will let you leap to a
nearby platform, a vantage point that gives you access to the walkway that
encircles the courtyard. Six breakable wooden doors contain guards and goodies,
but one of the doors (opposite the platform) reveals a guard who flees through a
Open the barrier with the switch beside it. Within the door is an obelisk with a
rune atop it; approaching the torchplate will lower it to you. On the dark far
side of the room is a switch that opens the door to the next level.
Haugspori Plain: Outer Temple Wall
Cut down the chandeliers above the guards below you and go downstairs. Breaking
stained-glass window reveals a room containing an elevator. Destroy the wooden
supports that block the elevator's descent and use the switch to ride the
Leap through the window and crash through the neighboring roof. Break your way
down to the ground outside, where a cutscene will show a grim reminder of how
ruthless Conrack is. A trio of bars blocking a door will lower when you trigger
the nearby switch, and the door will succumb to your weapon's blow.
Inside, you find yourself in a room stacked with crates. Behind the stack of
boxes on your right is the exit. Go through, and you find yourself at the bottom
of a short tower. Defeat the guards, use a box to climb atop a pillar and, from
there, get on the walkway above. A switch here opens a door below that is
Through that door, a passageway brings you to a gated area overlooking the
temple. Statues here come to life as you pass them; you can pre-emptively attack
them or simply run by them and descend the ramp to the temple. A batch of
logs will pursue you, but you can avoid them by running backward and leaping. At
the bottom of the ramp, go to your left around the side of the temple and look
for a doorway with a switch just inside. Use the switch and enter the temple a
bit further to find the doorway to the next level.
Loki Temple at Thorstadt
Walk straight ahead and look for some objects that let you climb up a level and
cross some damaged rafters. Once you cross them, beams will crash down, alerting
a guard below. Return to the ground level and find the guard, who is peering
a pit created by a deceased snow beast.
Leap the pit and trigger the switch on the far side. Return toward the pit, but
stop before you get there; a fallen timber to your right lets you leap up and
over to a window that overlooks the statue room.
Jump down into the statue room and access the rafters as follows. Go to your
right and leap to the room that contains a table and stool. Walk left and leap
from the second window to the rafter ahead of you. From here, turn right and
enter the hole. A cutscene will play in which Conrack reveals his new army.
After Conrack disappears, go to the upper-level walkway on your right and find
Sigurd huddled in a corner. He will give you his battle axe and expire. A
door to your right leads to a spiral stairway that leads to an armory. Near the
stacked weapons is a switch (up and to your right as you proceed down the tunnel
to the door the switch opens).
Exit the opened door and go into the building that looks out over the snowy
chasm. Outside the building to your left are some steep steps that lead to a
passageway below. Entering this passageway brings you to the next level.
Tyrdall Mountain Range: Wendol's Lair
After the opening cutscene, run to the ground level and make your way along the
valley until you fall through the ice. Swim straight ahead to an opening in the
ice near some green underwater plants. Above are frozen ice beasts; beyond them
is a chasm with a river below that is safe to jump into.
Swim down this river, submerging when needed, until you find an opening above.
in this room are goblins who first attack by shoving ice columns at you. Note
that goblins cannot swim, so you might use this to your advantage. Climb up the
ledges here until you can drop down into another area.
Snow beasts patrol this cave, making this a prime spot for using any rune power
you have. On the far end of the cave is a ramp leading up, with a drop-off at
top. In this room, three panels on the floor release damaging steam; use the
panels to defeat the goblins who attack you. As you use the boulders to climb to
the passage on the far side, snow beasts attack. This is a nice spot to use your
blast rune power, knocking the snow beasts into the steam.
In the passageway, a snow beast will charge you through a boulder that blocks
your path. Beyond, a very long ramp descends to the level exit; a cascade of
rocks is your main foe on this stretch. Run down the ramp while hugging the
hand wall, looking up. A snow beast cave partway down the ramp affords some
momentary peace and quiet, as do a couple of nooks and overhangs.
Tyrdall Mountain Range: Vindsvalr Ravines
Head out into the chasm area and cross the bridge. Follow the enemy who leaps
gorge by waiting for the wind to howl and the snow to blow horizontally. Leap
into the snow and let the wind carry you to the far side. Another similar leap
occurs shortly after the first.
The final leap is more tricky. Two opposing winds are at odds with one another,
and you must wait until the wind coming from your right is uncompromised by the
wind across the chasm. Leap out toward the trees on the far side, and the wind
behind you will carry you across.
Continue to the valley that slopes downward and is populated by snow beasts. At
the bottom of the valley, bear right and climb a bit, looking for the crack in
the valley wall which lets you exit this area. At the far end of the crack, you
will find a pair of frozen snow beasts. Goblins attack from the trees, so free
the beasts before you run through the trees. The creatures will attack each
and let you mop up.
Ahead, a steep ramp leads down to a small pool of water. Jump in and swim for a
moment, emerging at the nearby hole in the ceiling. You will be standing on a
ledge, overlooking a fight below you to your left. Halfway along the ledge, drop
down onto the steep steps that lead to the floor of the area. Enter the large
cave and climb up on the column in the middle. Three more jumps and climbs take
you to a power-up above you and lead you back to the ledge.
Cross the rooms with the icy floors, watching for falling ice columns. Climb up
the ledges at the far end. Continue to climb up ledges and walk up tunnels until
you arrive at a ledge with a thick column of ice hanging beside it. Hack it
and it will fall to the ice below, creating a hole you can swim through.
When you emerge, run across the cracked ice, jumping for the edge each time the
ice shudders and collapses. If you cannot grab the ice's edge in time, you will
be swept back to the beginning of this section. At the far end of this area,
for rocks to fall from above you; they will plow through a large section of the
ice and knock a boulder down that you can use as a ladder to proceed.
An unstable ice bridge leads to the lair of the snow beast king. Note that the
king is resistant to the powered-up Sigurd axe. Either kill the king or lead him
back to the unstable bridge, where he will break through. Whichever method you
use, go back to the now-collapsed bridge and jump down into the opening that is
revealed. Leap into the very deep pit, and the water below will break your fall.
Swim to shore to end this chapter.
Episode 4 - Dwarven Mountain Retreat at Gustyr
Exit the hut and go to your right, following the canyon to a metal gate. Behind
you, past the trees, a dwarf guards a switch that lowers a lift near the gate.
Push the switch and quickly get on the lift, riding it down.
Jump into the water and look for a place where you can submerge. Swim through
tunnel, emerging by a switch. Flip the switch, turn left, sidestep into the
water, and swim down the tunnel you are facing. A grating at the end of this
underwater tunnel closes soon, so you must swim quickly past it.
When you emerge, lower a ramp by operating the switch you'll find amid a cluster
of barrels. Climb up and make your way to a forge, where a pair of dwarves are
hammering at their work. Leap down and defeat them, releasing another guard from
a doorway you can now exit.
Make your way along the street to a caged room where the dwarves will threaten
you in a cutscene. In one corner of this room is a chain that lets you climb up
to a power-up. In another corner is a newly opened doorway that leads down.
Cross the footbridge and approach the wooden doors that open and reveal a small
group of dwarves guarding a switch. Push the switch to open the door here,
you access to a pier looking across some water at a windmill. Swim over to the
ledge to the left of the windmill's blades and climb the narrow ledges up. Walk
carefully behind the spinning blades to the far room, where a switch closes half
of a barrier and opens a door below and opposite your vantage point.
Leap to the water and swim to the newly opened door. The switch inside closes
other half of the barrier, which slows the windmill blades significantly. Again,
climb the narrow ledges and pass behind the blades, this time turning and
on the moving blades to climb to the open window above.
Once inside, pass through the turning gears until you can fall through a hole in
the floor. A set of stairs down here heads to a room below, where a turning
blocks your way into the water below. Smash the shaft with a weapon and jump
Reginn River Engines
Swim straight ahead and climb onto the ledge. A switch nearby releases goblin
prisoners from their pen, and a gong brings dwarven guards through a doorway to
the cage's left. Inside that doorway is a short hall, with steam vents on the
floor and a switch at its far end. Flipping the switch opens a gate back out in
the main room.
Jump into the water and swim beneath the wall into the next area. A large paddle
wheel is slowly turning as the water passes beneath it. Wait for one of the
paddles to lift you in the air, then jump from it to your right, walking below
the machinery operating there. On the far side, leap again into the water and
Climb up and walk behind the waterfall, where a small battle rages between a
dwarf and goblin. After the fight, a nearby lift will descend, bringing with it
more dwarven guards. Ride that elevator up and use a ledge to access the metal
walkway above you. A switch up here opens a metal plate in the room behind you.
Jump into the hole and make your way through the steam vents below. Switches
here turn off the steam. An exit leads down to a stream that flows through a
wheel. To the right of the wheel is a ledge that gets you out of the water. Use
it to access the interior of the dam, where a switch will turn off the turning
Swim to the wheel and climb over it. Jump into the water, then climb up onto the
walkway and hoist yourself up the chain to a switch. Push the switch and jump
back down, crossing the walkway to an opened hole above you. A piece of ledge
lets you climb up and ascend the ramp.
After a battle with dwarves and goblins, ride the lift up to the room above,
where a cutscene will show you just what kind of mechanic you are. A chunk of
machinery will fly through the wall, opening a hole you can run through to reach
the next level.
Dwarven Mountain Lair at Nordri
Walk through the shattered hallway to the gong at the far end. Ringing it
a goblin, who will push the switch across the gap. The switch releases a
drawbridge for you, so you can cross. A chain leads up one of the pipes here,
another accesses the top.
From here, you can trip a pair of switches that let goblin prisoners attack
dwarven guards. Jump down and finish them all off, and a pair of new guards will
burst from a door to attack. Run through that door and push the switch that
the door at the far end of the prison.
Once inside, you will see a dwarf to your left who drops some timbers in your
path. Hack through the wood and enter the hall below. Kill the crabs here, and a
mechanical dwarf will emerge from the machinery at the far end of the hall. His
two attacks include a spin and a rocket salvo. Your best bet is to get in close
to trigger the spin attack, step back until it ends, and dash in close to land a
After the fight, a side door will open, and a goblin slave will run past you. Go
through the door and trigger a cutscene in which dwarves attack the goblins who
are working. Inside this room is a switch that opens the door next to it. Within
are a pair of statues that will come to life if attacked or approached. Kill
both, then step on the plates the statues were on. Another pair of dwarves will
rise from the water areas, and a window in the room will open.
Jump through the window, trigger the switch, and break your way through the wall
nearby. Climb up and hit both switches, and a released goblin will push the
switch on the walkway above the watery area. An elevator activates and brings
to the top floor.
Up here, a section of wall supported by a thin timber will help you fight (or
kill you if you aren't careful). A nearby switch lowers a gong from the ceiling,
which you must hit in the center with a thrown weapon. (You might hit the gong
but not activate it; listen for the gong to actually ring.) Cross and follow the
walkway around and leap to the adjoining walkway. From here, drop down into the
steam machine room.
It's sad but true. You must kill all eight of the helpless treadmill goblins to
stop the blades above from spinning. Once it is not moving, climb the chain and
clamber up onto the blade. Continue up above the square rafters onto a pipe that
holds health lizards. From here, jump into the pipe, taking care to do so when
fire is shooting from the hole.
A series of walkways suspended over space brings you to the end of the level.
Take care that you avoid the crumbling portions near the end.
Dwarven Aqueducts at Fullangr
Jump from the pipe and go left, swimming across the moat and climbing into the
building with a chain dangling inside it. Up on the walkway is a switch that
operates a bridge across the moat and several torches. Grab one and exit the
building, heading straight ahead down the dark tunnel.
Sidestep the spiderbots as you go, leaping chasms, climbing into pipes, and
dropping down further into the sewer. You will soon enter a very large room with
a low ceiling, split grid-like by square columns. At the far end of this room is
an exit that brings you to a stream. Go to the upstream end of this room beside
the paddlewheel and jump in. Swim to the far side of the stream and pull
out before you are swept back into the previous set of rooms.
Break through the breakable section of wall, and a cutscene will show you
enemy goblins. At one end of the watery part of the floor is a hole; swim into
and follow the underwater channel around to an escape hole. You will now be
standing in a room dominated by a statue that is flanked by steam vents.
Behind the statue is a slightly opened door, and beyond that door are dwarven
guards having a conversation. Interrupt it and break open the two small wooden
doors that flank the main entrance. Within one, push a switch and, within the
other, climb the spiral stairs and ring the gong. Now, descend and cross the
room, entering a room full of amazing machinery.
A giant column to your left is supported by wooden beams, which you should cut
away. The column will smash the generator and create an electrical charge in the
water. Cross the water by leaping to one of the floating platforms, which will
slide across to the far side. Push the switch over there and exit this level
through the door that opens.
Water Reserves at Gloinn
The water continues to be charged with electricity, so take care to stay on the
sides of the pipes and the platforms that slide across the water. The first
chamber has an exit along its right-hand wall.
Through this exit, you will walk beneath a pipe with an electrical charge
along it and see a cutscene, featuring dwarves babbling about locked doors. When
you turn the corner and enter this room, you will find a trio of wooden supports
holding up a mechanism that, if dropped into the water, will electrify it.
Chop away the supports (or, more safely, throw a pair of axes at them from the
walkway). Kill all the dwarven guards, using the switches on either side of the
room to extend walkways across the electrically charged water. The large door on
one end of the room will short-circuit and open for you.
Go through it and jump to the walkways. Use the steam vents above you to deal
easily with the dwarven guards. Jump down the hole at the far end of the room to
end this level.
Enter the first room and push both switches that are in the up position. This
causes the third switch to pop up. Pushing it down will flood the room, letting
you swim through the hole in the ceiling. In the pipe above, run to the far end
and break through the damaged section.
You will battle a mechanical dwarf in this room; when you are victorious, a side
door will open. Use the switch on the left and heal up in the room that opens.
The middle switch opens your way up a ramp; up here is a room overlooking a
grating. Cut through the chain to drop the chandelier through the grating below,
then follow its path to the lower level.
A mechanical dwarf accompanied by several goblins will challenge you here. The
way out leads through a tangle of wooden beams in a doorway in one corner.
this room is a pair of switches. One reveals fast-moving water; leaping into it
and swimming briefly downstream ends the level.
Hornbori: Outside the Dwarven Forge Towers
A monstrous fish patrols the waters you find yourself swimming in. Lure it over
to the sole wooden support that's holding up a platform. Climb onto the fallen
platform and ascend the chain.
Enter the little hut and jump through the window. Leap straight ahead for the
walkway. Peering over the edge triggers a cutscene wherein dwarves taunt you.
Break open the wooden doors to either side of you and trigger the switches to
flood the area below with water. Jump down into it and climb out to your left.
Straight ahead up the ramp is a damaged section of wall, accessible using a
couple of pieces of convenient masonry. At the far end of the subsequent
area is a wall with a horizontal slit. Peek through the slit to trigger a
cutscene, and a dwarf will open the door to attack.
Inside that room is a sark statue, several columns, and many chains. Climb a
chain before the columns can descend and release the enemies that stand atop
them. Gather the power-ups on the walkway, then descend. Defeat the enemies and
approach the closed wooden door that will open so you can pass through.
In the next courtyard, go left and use the switch to release the snow beast,
making your battle against the dwarves that much easier. Once you have won,
approach the small wooden door and open it with the switch next to you.
Out here, use the switch to extend half f a bridge. Once it is extended, run
about halfway to its end and leap off to the right, landing on a pipe. Use the
pipes to access the funnel you see to your far right. Leaping into the funnel
ends the level.
Solblindi: Dark Dwarf Citadel
Drop down into the foundry and defeat the dwarven workers. A guard will descend
an elevator, which you can then use to ascend to a long hallway. At the end of
the hallway, dwarves will attack after a cutscene plays. Use the chains to
descend to the main floor and defeat these dwarves. Once victorious, you may
through the arches.
Outside, a group of dwarves will be set ablaze by Odin, who will instruct you to
find and defeat the lord of the dwarves. He will assemble huge blocks of stone
into a bridge that crosses the chasm; from the point of the stone wall, jump to
the lowest chunk. To your right is a series of climbs that takes you to the
Use the pillars that are supported by wooden beams to help you defeat the
who object to your arrival. Their deaths will prompt others to lower a massive
drawbridge, releasing new guards. Kill them and open the gates by using the
switches to either side.
Within, defeat the dwarven hall guards and go up the ramp at the far end of the
room. Push the switch to your right to be ushered into your battle with the
lord. He will taunt you, then open the door so you can fight him.
One of the five pillars surrounding him contains a teleportation door that
you to the walkway above. Up there, find the switch that's up and push it. It
activates another pillar's teleportation door that you should go through. Repeat
this process until the effects the switches have on his power supply kill the
dark dwarf lord.
The final pillar sports a teleportation door of a new color. Walk through it to
end this level.
Episode 5 - The Dwarven Outpost
After Odin's pep talk, exit the room and walk over to the elevator that a dwarf
will ride up to you. The switch beside the elevator activates it, letting you
descend. In the central area of this large open space is a building of sorts,
with a stairway that leads up to a small cable car. Ride the car across to a
switch that opens the grand gates. Return to ground level and go through the
The massive gates have been lifted in this shot.
Run up the wide valley and down the ramps to the bridge tower. Dwarves will
destroy the bridge with their catapult, but you will find a set of stairs to the
left of the bridge tower that lead to a narrow crossing down within the darkness
below the ruined bridge. Cross and ascend the set of stairs on the far side.
Defeat the dwarves who fired the catapult and enter the gate near the catapult
with the use of the switch to the gate's right. This ends the level.
The Castle Entrance
Run down the hallway, turn the corner, and push the switch beside the metal
grating. Dwarven guards will enter the area through the main gates; defeating
them will raise the grating. Inside the small room is a tomb with a pressure
switch inside it. Jump into the tomb after you break it open to trigger the
switch and open the door behind you.
Fight your way to the stairway down the hall and descend to a pit which has
unfortunately suspended over it. A zombie will leap into the green liquid and
become a sark. Walk up to the grating in the arched doorway, and you will see an
enemy run past. Go back upstairs and at the top, a pair of sark will burst
through the hallway wall.
Enter the hole they created and jump into the hole in this room. Find the stairs
that curve down to the cages suspended over the green liquid. Leap from cage to
cage quickly, before they submerge into the muck. Through the next tunnel, Odin
will give you some final words of encouragement.
As you run across the winding walkway that leads across the green liquid, sark
guards will leap from the ooze and attack. If you like, skip past them and run
into the door at the far end of the walkway. The door will close in their faces
as you end this level.
The Trickster's Maze
Along the first hallway are statues, some of which become animate as you
them. Avoid the ones who punch by stepping close, then backpedalling a bit when
they attack. Then run past them before they can pull back their fists and throw
another punch at you.
Open the door with the switch and battle the sark. Take the axe he drops and
out the far end. This next maze-like portion is navigated as follows.
In the first chamber, go right and forward twice. You will be dropped down
some yellow lava, but will land instead on the nearby floor. Turn all the way
around and go forward twice, then right. You will find yourself spun upside
Go forward, turn right, go ahead two more rooms, and take a left. Climb to and
walk through the yellow portal ahead of you. You will find yourself in a new
chamber, upright once again. Turn right, walk forward one room, turn left, walk
forward one room, turn right, walk forward two rooms, turn right, and enter the
Now, you will be walking through the maze with your body parallel to the floor.
Go ahead one room and drop down through the doorway. Repeat. Climb through the
yellow portal ahead of you, and you will be upright once again.
Turn right, walk forward one room, turn left, and walk forward until you hear a
clue that you have successfully navigated this area. The level ends when you
through the door.
The Trickster's Chamber
Note: The final battle on this level is won much more easily if you have enough
rune power to activate the super damage feature of your dwarven battle axe.
Run down the stairs and cross the room, using the switch by the door to open it.
(The doors in this room open if you strike them, and one of them contains a
up.) Take a hard right, then a left, and enter a chamber lined with cells. One
the wooden doors here conceals a room with a breakable wall. Enter through the
hole you create by breaking through it.
Make your way through the damp tunnel with the reflecting floor into the room
with green liquid streaming through it. Exit out the opposite door and knock
the wooden support you find in the corner of the next room. Climb up the tilted
beam and out through the hole above.
This little hallway leads to a switch that opens a metal grating several rooms
back. Retrace your steps all the way to the room with the cells lining the walls
and find the stairs. Go up them and take a left at your first opportunity. This
doorway is now open, thanks to that switch you just pushed.
Go straight, take a right, and look to your left. A switchplate here opens the
door next to it, and inside is a switch that opens the gigantic door back in the
room with the green stream. Flip the switch, then turn and flip the one by the
door across the room. Enter and flip all four switches on this level.
Descend and step on the switchplate that opens the door. Cross the room and
approach the door at the end of the short hallway. It will open, revealing the
room where the gigantic door has lifted.
In this room, a sark guard will attack you. Then, a series of zombies will
attempt to leap into the green liquid, so they can turn into sarks. Try to
the zombies before they make it to the green liquid. After several waves of them
attack, the bars at the end of the room will slide away, letting you confront
First, a trio of very nasty sark leap to the floor and battle you. As the first
one lands, activate your dwarven battle axe (if you have enough rune power) and
dispatch them one at a time. When Conrack begins to talk, view the cutscene and
give him a whack or two with your powered-up axe. Switch to whatever sword gives
you the longest reach (a Viking broadsword, if you still have it) and fight him
with it; using the battle axe is asking for trouble against his very long-range
After the fight, he will leave you to the whims of a pair of his sark guards.
Leap into the waters at Loki's feet, and you will emerge transformed once the
next level begins.
The Barren Canyons
Pull yourself onto the ledge to the left of Loki and exit through the door
Conrack disappeared into. Swim across the pool of green liquid, noticing that
now, as a sark version of yourself, the liquid restores your health. Climb the
stairs and exit the building via the statue-lined hallway.
Before you leap the gap in the bridge, check beneath the bridge for a power-up.
Now, cross the bridge to trigger a cutscene. In the next area, run to your left
past the cottages and find the gap that is blocked by spikes. A small ledge to
the right of the spikes gives you the altitude you need to leap across the gap
another ledge, which lets you bypass the spikes. (Note: There's no need to fight
the sark in this area, as you can outrun them to the spike area.)
Leap the chasm from this ledge. Fight your way down toward the beach, but
of catching some rays on the sand, take a right and find the cul-de-sac with the
unbreakable wooden door and small pool of green liquid. Jump up to the ledge
overhangs the liquid and run along it to a chain that leads up.
The rest of the enemies on this level can simply be avoided as you run along the
upper ledge, leap to another, pass by a Viking guardhouse, and jump through the
opening situated behind some trees at the end of the little clearing. Through
this gap, the next level begins.
Embers of Hrafnborg
Run up the valley to trigger a cutscene. Once it is over, take a left at the
and run through the archway. You will see a ruined wall on your left that you
should circle behind and climb. From it, you can leap to a ledge and climb up to
disrupt a little goblin celebration.
Continue, crossing the bridge and using a pair of ropes to assist you in
to a nearby ledge. (Note that in this area, you should climb to the very highest
point on each rope before letting go to leap to the next rope or ledge.) A set
four ropes lets you gain the ledge opposite; the upper ledge leads to a
while the lower ledge features a tunnel that leads onward.
The tunnel emerges at a field of lava, where several jumps and climbs are
required to gain the far end. Passing through a small building, you will find
yourself in a cave with water dripping from a hole in the ceiling. Sark will
in ones and twos from a ledge at the far end of the room; kill them all, then
climb the ledge and run up the ramp, leaping into the next room to end this
Return to Wotenkeld
Make your way back to the village, using either the series of ropes or the ramp
to ascend to the opening out of the initial cave. At the top, Conrack and his
cronies will challenge you. Use your dwarven battle sword for the fight against
Conrack, who wields the same weapon. Stay just out of his reach. Dodge in
slightly as you strafe left or right, so that your weapon sweeps at waist level,
then back away from any swipes of his. Use the two green pools to restore some
your health during the fight.
Once you have defeated Conrack, Odin will transform the rune atop the mound into
a teleportation portal and invite you to take your place in the heavens at his
side. At this point, the game offers two distinct endings. On the one hand, you
can enter the portal and go to Asgard. On the other, you can refuse his offer
simply stay there in your ruined village until your monitor burns its image
permanently onto its surface.
You make the call, brave (and wise) warrior!