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Retro Game Walkthroughs For
"Too Human"
(Xbox 360)

Retro Game Walkthroughs for Too Human (Xbox 360)
Submitted By: Black8704
A really great epic game to get your teeth stuck into, but as always with big games the chances of getting stuck is more likely. So here's a guide to get you through the main story and starts with a few tips and tricks to give you a bit of an advantage to start with.

General Tips

Combat

Basic melee: As you'll quickly learn, fighting in Too Human is omnidirectional and tied to the right-hand analog stick. If pointing at a faraway (but not too faraway) enemy, Baldur will quickly glide over to it and attack. You can use this to your advantage by repeatedly "bouncing" between enemies, or sliding out and away from a crowd. Extra moves like juggling (see below) can help out, too.

Basic shooting: Shooting is performed with the Right Trigger, and an "alt fire" (usually a grenade) attack with LT (or both at once if you have dual pistols). When close to an enemy, the guns automatically lock-on to it, but you can aim somewhere else by moving the right analog stick. Changing targets with the stick isn't always accurate, though, so at times, you're better off letting off the triggers then pressing them again to recenter your targeting.

Rolling: Press B and a direction to perform the "combat roll" (referred as the "dodge roll"). It's the best way to avoid a big enemy attack; it's more effective than jumping, since you're still vulnerable to another hit while jumping.

Juggling: Tap the right stick twice in a direction to perform a quick "juggle" move that sends the enemy up into the air. On a basic level, it's useful to get an enemy or two out of your way and concentrate on another. For more flash, you can shoot the enemy right after juggling an enemy into the air, keeping them up as long as you're firing at them. It won't work so well in a crowd, so it's more fancy than useful.

Ruiners: Press RB to perform a Ruiner, a powerful blast hitting any enemy in its radius. To use the Ruiner, you must build up the combo meter to at least level 1. Level 2 and 3 Ruiners will be more powerful, but can also hold different effects like freezing. Check your equipment to see what Ruiner type is available. It's usually slow to build combos back up through regular attacks, so try not to waste Ruiners early on. Use them only when you're clearly being overwhelmed.

Fierce/Finisher attacks: Tap and hold both sticks briefly in the same direction to perform a "fierce" attack. When close to an enemy, fierce attacks will perform a brief "Finisher" attack. From far away, a fierce attack will use your melee weapon as a projectile -- hammers will be thrown; beams will come from staves and swords. The long-range method can net a lot of combos in a large group of enemies, letting you earn Ruiners faster.

2 in 1 attacks: While sliding toward an enemy one can increase the amount of combo meter gained by performing a juggle or finisher attack before the slide reaches the enemy. Also, if a ruiner is triggered while sliding, the combo meter cost is greatly reduced.

Character Classes

The general pros and cons of each class are listed at the start of the game when you have to select a class, but here are a few more points to keep in mind about each one.

Champion: The "all-around" class of the game. Not too weak yet not too strong in either melee or long-range attacks. However, we wouldn't be so quick to recommend Champion for a first-timer. He doesn't gain levels quickly, and requires a good use of air combat to avoid getting easily overwhelmed (i.e., dying) when facing stronger enemies. Oddly enough, he does possess a somewhat far-reaching slide, so you can rush up to enemies from a further distance than some of the other classes.

Berserker: Berserker is more for the Too Human beginner, as his overall strength helps with the mostly-melee battles in the game. And his faster growth can get you closer to a fully-featured skill set by the end of the campaign. The bad news is that the Berserker's offensive strength means a lack in defense, so you may find yourself killed faster against stronger enemies.

Commando: Almost everything about the Berserker applies for the Commando, but the Commando specializes in ranged/gun combat. But, again, since most of your fighting will be in large crowds, a projectile-based offensive isn't too smart for a first timer.

Defender: Regarded as the "toughest" class in the game, the Defender is, obviously, not so great with offense. His defense comes from an inability to be knocked down by missiles/rockets (a great help in overwhelming battles) and a reliance on shield/sword equipment and the Aesir spiders.

Bioengineer: The chief advantage of the Bioengineer is that he can heal himself slowly when idle, but needs to keep hitting enemies in order to "charge" his healing power, but even then, it won't usually be enough to survive big fights; always keep an eye out for Health Orbs! Otherwise, the Bio is rather average in combat, like the Champion.

Equipment & Growth

Blueprints: Blueprints are essentially weapons that you can pick up, but will have to pay for. Blueprints are available for all equipment types, are usually the highest-powered stuff in its level with more status effects, and require a lot of Bounty to make.

Salvaging: A fancy word for "selling," salvaging lets you get rid of any unwanted equipment by trading it for Bounty rather than just letting it fall by the wayside. You can do it all by yourself, or set an automatic salvage that can get rid of certain colored equipment or get rid of everything you're not already wearing upon exit of the equipment menu. There's also Smart Mode, which makes room for new items by auto-salvaging the least valuable ones in the category.

Runes & Charms: These small items can be attached to your character for small, extra boosts in strength. Charms are more situational upgrades that have little miniature quests/achievements attached. Fill the quest's requirements (usually killing a certain number of enemies a certain way) and you can get the Charm's bonus, which is usually a reward of equipment. Later, you'll pick up Charms of a higher level that will usually need a few weaker Charms to fully grow. It's best to equip Charms ASAP and work towards building them up early and often.

Runes are inserted in equipment with empty Rune slots (they will say as much in their stats). The equipment is labeled with funny names, but those names are from their inherent Runes. Collecting unattached Runes like "Blight," "Plasma," "The Maiden," and so on will add small boosts in their associated stats, such as increased armor strength from "The Maiden." If you find yourself relying on a certain weapon or piece of armor that just happens to have a Rune slot, it won't hurt to slot in an extra Rune. Runes can also affect the items' colors when attached, further customizing your character's look.

Cybernetic or not?: Soon after completing the first area, the Hall of Heroes, Baldur goes back to Aesir and can choose to get (more) cybernetic implants. The pros and cons of going cyber are distinctly displayed before you choose, but the big ones are that going cyber lets you use Cannon weapons. It is not actually that big a deal unless your class specializes in them. They do tons of damage, but can slow down your running speed and need to be reloaded every one or two shots. Human alignment tends to be ruiner/combo focused and you get a bonus ruiner move. Although most of the equipment and drops listed in the equipment tables on this website are cybernetic, the game actually does not favor either alignment when it comes to drops. If you choose cybernetic alignment, most of your drops will be cybernetic; if you choose human alignment, most of your drops will be human.

Regardless of which path you choose, you also get a second alignment-specific tree (see below for more on skill trees).

Death and Equipment Damage: You can die in Too Human, but it doesn't affect your progress all that much. You're simply rescued by a Valkyrie and placed near where you died (usually at the start of the room you entered). However, dying does affect what you're wearing, and can significantly damage your equipment the more you die. Equipment that glows red on your body is completely damaged and will need repairing/replacing, so don't be too quick to salvage everything -- at least keep the Blueprints around. Dying will also empty your experience bonus and combo meters.

The Skill trees: Leveling up only scratches the surface of character growth. Upon leveling, you'll get a few skill points to allot to nodes on the Skill Tree. These nodes can offer a variety of upgrades, from the simple stuff like increased damage to actual new skills like the use of Spiders and Battle Cries. You'll need a few points in one node to activate the next one down, or you can concentrate on one or two at a time, based on what you think will make a good character.

As mentioned above, you get a second skill tree after choosing Cybernetic or Human alignment. That tree offers more ability bonuses like increased speed and damage.

Skill Respec: To "respec" your skill tree is to take back all the points you spent and start over, in order to try and grow your character in a new way. It requires a bit of Bounty, but not too much compared to the prices of most Blueprints. While you're free to respec at any point if you have the cash, it's not such a bad idea to reconsider your skill tree once you finish the campaign and start it again with the same character. In general, if your character isn't working out for you, study the skill tree again and respec if you must in order to tune your character to make him as comfortable as possible.

Other Advice

Glowin' Goblins (Enemy Polarity): Certain enemies you'll come across will look a little different from the others, usually glowing with a different color to them. Light-polarity enemies glow bright blue or reddish colors, and they do what they look like they should: the reddish ones explode in fire, and bluish ones explode with an icy wave freezing you and anybody else nearby. Therefore, hitting from a distance with guns or fierce attacks is the best way to go. If you find yourself at close range the best strategy is to attempt a juggle to knock them into the air and dodge-roll backwards. This should cause them to explode a safe distance away, and if you aim the juggle well you can knock them into a group of enemies.

On the other side are Dark-polarity enemies. These guys explode too, but usually have more detrimental status effects to their explosions, such as poison or slowdown. Either way, hitting them up-close is generally better compared to the Light enemies, but they also tend to fall easily to a long-range fierce. Just don't shoot them. That's what makes them explode.


Taking Down Trolls: The trolls may look tough, but it's not too hard to take them down if you know where to hit. In order to perform the quick takedown you must first destory the trolls chest armor (and backpack for gunner trolls). The easiest way to do this is by jumping and sliding at them with an air finisher. Once the chest armor is destoryed simply roll behind them and press 'a' to climb their back. Once on top, start tapping the right stick down while keeping Baldur leaning in the correct direction with the left stick. You may need to take out any missle launching goblins before attempting this as they have a tendency to knock you off before you can finish your attack.

Exiting the Campaign: In a dungeon level, you can safely go back to Aesir at any point. Once there, you can use the Teleport function of the map/directory hub to go back to previously completed areas. Doing so will take you out of campaign mode and into a revamped version of the area with different, stronger enemies. If it gets to be too much for you, go back to Aesir and resume the campaign right in the room where you left off.

Cyberspace Well Locations

Activate all 18 wells to receive the "In the Norn's favor" Achievement.

Note: It appears you have to activate all 18 wells while playing through campaign to get the Achievements.

The main well on Aesir at the World tree counts as 1, and the other 17 are in the 4 acts

Act 1: Hall Of Heroes - 4 Wells

1. You can't miss this, as you'll go into it to progress in the campaign. The well is located at the top of a steep set of stairs after you kill the troll hidden under the rubble. You will learn the push ability.

2. After you cross the long bridge, you'll enter another large room. Go down the steps. Across the floor is another set of steps going up with a well, which unlocks the 3 rooms nearby.

3. In the next room is a staircase to your left and right. The well is in between the two staircases.

4. Cross the bridge and ride the floor down. In the next room at the end to the left of the door is a well at the top of some stairs.

Act 2: The Ice Forest - 4 Wells

1. Throughout this level are purple launch pads that shoot you up to another section of the level. When you land, after taking the first turn to your right, attack the wall to find the well on a section of the platform.

2. You will walk right past the well on your left. Continue on through the level, and find a jump pad that will launch you to it.

3. Later in the level, you must destroy generators to lower a platform with the well on it. After destroying the last generator, you'll need to go into well to progress the story -- you can't miss it.

4. After the cut-scene featuring hods, turn around and go back, and the well is on your right.

Act 3: The Worlds Serpent - 4 Wells

1. The first well is right at the start of the act.

2. Later in the level, you'll enter a room with two trolls that aren't moving. The well is in this room.

3. Later in the level, you'll enter a room with two trolls launching grenades, and a part of floor will disappear. After killing everything, head through the door and across the bridge into another room.

In the next room, go across another bridge and then go down the ramp to another well.

4. Further through the level is a room with a giant sphere that looks like something out of Event Horizon. The well is on a platform net.

Act 4: Helheim - 5 Wells

1. A tank will destroy a giant metal door at the bottom of the hill. In the next room, move forward until you can go to your left. The well will be right in front of you.

2. Further into the act, you'll see a cut-scene showing troops crossing a bridge that later collapses, leaving only one way to go. After walking along this long path, go through the big door, and in the next room, walk on the ramp heading down. The well is near the bottom of the ramp.

3. A few rooms further along is a walkway above you that connects to the right and left of the main area. Just past this is a ramp to your right that has a well at the bottom.

4. Shortly after killing Garm, you'll ride a lift up and in the next area there will be some stairs to your left. On the opposite side of the room from the stairs is a breakable wall with another well behind.

5. In the next room is the last well on the right-hand side of the room.

Walkthrough: Hall of Heroes Pt. 1

Hall of Heroes

When you arrive, nothing's going on yet -- just run through the first couple of rooms, going by the direction the soldiers are looking in.



When you go through the big door and enter the large hall, you'll see something spying on you from above. Just keep going until you're eventually spied on again, then ambushed by enemies. Here is your first taste of combat, and since you're at level 1, there isn't much to worry about. Get a feel for the sticks (and shooting!), gut some bad guys, and collect some Bounty. Your soldiers will fire at the enemies, too -- but more as window dressing. Run forward into the next room.


It's not long before you get to learn a few things about combat.

Head around the corner up the steps and up to the large stairs leading down. More enemies are waiting for you at ground level, and the soldiers will likely start shooting at them. Before joining the fight, though, you can run to the left-hand balcony and bust the red crystals to pick up some more Bounty and/or Health Packs. Then, curl around and begin the attack. You can start by gunning them down as you run down the steps, then go wild with melee attacks. The enemy group is a bit larger than last time, so keep an eye on them by staying on your toes. It's also a fair bet that you'll gain a level with your first Skill Points to spend, so check out the Skills menu ASAP and boost yourself (you'll need to plug 6 points into the node at the top to start the ball rolling).

After the group is thinned out, a short flashback plays about Baldur receiving the mission.

Possible Drops
Ceremonial Quarter Staff (Damage 12 +3%, Value 40)
Ceremonial Long Sword (Damage 16, Value 50)

Following the flashback, you'll return to the staircase area, and yet more enemies will flood in -- not as many, so just get rid of them and continue through the big door ahead of you.



You'll step onto the "funeral path;" a short railway. A few weak enemies will meet you at first, but down at the other end of the track is a stronger opponent, the Red Eye. Similar to the strategy for the stronger enemies in this game, it's best to get rid of the little minions around Red Eye first. Red Eye loves to get up close and attack, which means he'll always run up to you when there's too much distance between the two of you. If you want, it's possible to use guns/projectiles while constantly backing away from Red Eye, then using melee hits when he gets close. The soldiers may actually help out a bit, too. A slide-juggle move can be very advantageous, hitting Red Eye harder on the way down.

Possible Drops
Ceremonial Skewer (Damage 7 +3%, Value 20)
Willful Hand-and-a-half Sword of Blessing (Damage 14, Value 65)
Willful Plated Operative's Cap of The Maiden (Armor 4, Value 45)

When that's all said and done, take the door out on the opposite end of where you entered. You'll come upon another large staircase, and another mob of enemies approaching you. They're not much to worry about, so you can wipe them out with ease. However, when you get the top of the stairs, you'll meet the Skullhammer.



MINIBOSS: Skullhammer

Skullhammer frequently uses its hammer (no kidding?) to create shockwaves on the ground. In other words, you haven't had to jump in the game until now -- be sure to get out of the way when the hammer comes down.
At the start, you can freely hit Skullhammer from afar with guns/projectiles, but you'll only be hitting its front panel, which quickly deteriorates. Holster the guns after that and use melee attacks on Skullhammer's legs, breaking off the armor down there.

With Skullhammer sufficiently weakened, try and get around to its rear. Jump up towards its head, and when you spot the "A" button prompt in the corner of the screen, hammer it and Baldur should automatically climb on top of the Skullhammer. The big guy will start swinging to the left and right to try and shake you off. To fight this, you'll simply have to move yourself in the other direction, then switch as Skullhammer does. As this is happening, keep pushing the right stick down and Baldur should shove his weapon down into Skullhammer's head, killing it instantly.


Get rid of as much of Skullhammer's armor as you can, then jump up onto its back and ready your sword.

Possible Drops
Ceremonial Alloyed Rifle (Damage 2, Value 40)
Willful Plasma Guns of Plasma (Damage 1 +1%, Value 65)
Willful Rigid Pauldrons of Plate (Armor 9, Value 110)


After that battle is another flashback, wherein Freya takes Baldur to Cyberspace.

Cyberspace

You can just go forward and meet up with Freya, but if you deviate from the path and explore the area to your left and behind you, you will find a total of five obelisks containing assorted runes charms and occasionally equipment. Otherwise, go up to Freya to continue the cut-scenes and return from the flashback.

Possible Drops
Willful Sledgehammer of Slowing (Damage 15, Value 165)


Check out the rest of the forest for little bonuses like this.

After the flashback, Baldur activates the well up ahead. Going up to it and pressing the A button will send you to a new part of Cyberspace.

This part of Cyberspace is also pretty obvious: run up to the obelisk up ahead to get the pushing ability, then go ahead from there and press RT to activate the push ability to open the big door. Doing so will open up the big door in the real world that was behind the Skullhammer. Behind the door is another obelisk with a couple of drops (see below). Otherwise, head back the way you came.

Possible Drops
Willful Mattock of Vengeance (Damage 26, Value 130)
Agression Impedance Node
Assorted Runes



You know what to do now: go through that door you just opened in the real world.

The door leads outside to a snowy bridge, where another mob of enemies will come after you. A stronger enemy, Gut Rip, will be among them, but his strategy is similar to The Red Eye from earlier, so there isn't much to worry about (plus, if you've been leveling up well, you'll now be able to perform Ruiner moves, which can help clean up the immediate area around you.

This area is notable because you can get a lot more "Ceremonial"-prefix weapons from the enemies here (in virtually every category). The gear may not all be great for you, but in that case, it's good for salvaging.

Possible Drops
Ceremonial Staff (Damage 7 +3%, Value 20)
Ceremonial Warstaff (Damage 8, Value 20)
Ceremonial Carbine Rifle (Damage 4, Value 80)
Ceremonial Mallet (Damage 5, Value 10)
Willful Tactical Shoulderplates of Blight (Armor 9, Value 110)
Willful Battle Hammer of Rooting (Damage 19, Value 185)


Try out a ruiner while you're outside and pick up a nice pile of loot, too.

Then it's time to go indoors again. More enemies will greet you in the entryway, and then the hall ends on a larger room. Head down the stairs to your right, and keep going until you spot the enemies. Defeat the mobs as you see them, and you should spot a well leading to Cyberspace, which is an optional area where you can open three doors to get some more bonuses. But before that, go around corner and head to the locked door on the other end of the room. Near it is an obelisk. Go up to the obelisk and activate it to get some weapons.

Possible Drops
Ancient Mattock of Ensnaring
Vented Grimhelm of Reinforcement (Armor 19, Value 644)
Ceremonial Guntree Forearms

You'll then be ambushed by enemies. Be careful of the Groin Ripper, who is good at blocking. Otherwise, not too much of a bother. That will actually open the nearby door.


Careful of Groin Ripper and his cronies' ambush after touching the obelisk.

Through the door is a large, long hall, and the first thing you'll see is a Skullhammer variant, the Grinding Beast. Same strategy applies from Skullhammer, and it's a good idea to get rid of it before heading towards the other enemies. Those little guys aren't much of a problem, but the more experience, the better.

Possible Drops
Willful Greatsword of Slashing (from Groin Ripper) (Damage 20, Value 110)
Willful Breastplate (Damage 49 +2%, Value 400)
Willful Conformal Spaulders of Range (Armor 15, Value 195)
Willful Warstaff of Ensnaring (Damage 20, Value 185)
Ceremonial Beam Pistols (Damage 3 +28%, Value 90)

After the area is clear, return to where you came in and head up to the far left side of the hall to find a small cube switch at the top of the steps, which opens up a passage on the opposite side of the hall. Through the passage is the entrance to a challenge room, where you must defeat as many enemies as you can in less than a minute. Defeat the horde, bust open the crystals for some Bounty, then go up to the nearby obelisk and get some more new gear.

Possible Drops
Bodyform Legguards of Elusion (Armor 16, Value 527)
Strong Carbine Rifle of Range (Damage 6, Value 240)


Touch this tiny switch to open the door to the challenge room.

Exit the challenge room and return to the big hall. Then, exit the hall through the big glowing door on the opposite side.

In the next room, you'll be quickly ambushed, but after moving ahead a little, you can find a Cyberspace well behind you.

Cyberspace

Another simple trip: run up to the cliff and use your push power to shove the boulder into the wooden fence ahead, which opens a side passage in the real world. Don't forget to hit the obelisk on your way back for goodies, including assorted Runes.

Possible Drops
Flexform Battleskin of Life (Armor 30, Value 610)


Run in, push boulder, run out.

Head out of Cyberspace and check out that passage you opened. The narrow passage will take you around to some steps leading to a bridge connecting the two sides of the hall. A lone monster, Throat Slicer, is in the middle of the bridge, but ones from below will start firing rockets at you, making it a little harder to stay alive. As usual, stay on your toes -- or off of them; jumping out of the way of the rockets is helpful.

Then, just leap down from the bridge and pound the rest of the bad guys (if you fell down before beating Throat Slicer, no worries -- run back up to him). Killing the last enemy will open up the big door up ahead, which leads back outside.

Walkthrough: Hall of Heroes Pt. 2

Back onto another snowy bridge. The mob of monsters coming after you is no big worry, but after you cross the bridge into the next area, beware of the fiery goblins that drop down. These are the light polarity goblins that explode upon contact, so do not hit them with melee attacks -- stay back and shoot them to avoid being hurt and dying quicker than you'd like.


Watch your step! Start backing away from these goblins and use guns/ranged attacks.

Continue forward from there and take the lift over to the other side. As you approach the exit door, enemies will come from behind, so be ready to wipe them out.

Possible Drops
Willful Rifle of the Astute (Damage 1, Value 45)

Once you're back indoors, it's time to take care of the next mob. Rocket-shooters will be on the far end, so try and get in and take them down first. Once the area is clear, head to the Cyberspace well (opposite of the big red chute where the enemies came from) and dive in.

Possible Drops
Willful Tac-Ops Commando Cap (Armor 16, Value 140)
Willful Plated Wristband of Hope (Armor 15, Value 195)
Strong Hybrid Rifle of Slowing (Damage 7, Value 305)

Cyberspace

This is a vast chunk of land -- compared to the other Cyberspaces, anyway. First thing to do is to run down the hill and find the big boulder that's a bit of the way down. Use the push ability to shove the boulder down into the wooden gate. Doing so opens up another part of the area, and also unlocks the big face-imprinted door in the Hall of Heroes. Either go back up and check the obelisk you passed, or head down to the pond and get some more good stuff by using your powers.

Possible Drops
Mobility Plate Legguards of Composite (Armor 30, Value 610)
Dragon Shockplate Combat Gauntlets of Force (Armor 30, Value 1015)
Assorted Runes

Head back out and through the big door. You'll meet a small group of enemies, but further ahead is a large track, with two cubular switches flanking the track. Push one of them to summon a platform. The platform will take its time, so go down the steps and check the surrounding area for crystals you can break open and get some Bounty. Go up the steps again and the platform should be ready for you to step on and ride.


Even in the far future, you must wait for the train.

As you travel down the track, enemies will appear near the side walls and start firing rockets at you. It won't be so easy to kill them, so it's best to worry about the rockets themselves and jump/roll out of the way at the right moments. At any rate, it's a short trip.

At the end, you'll be dropped off at a large circular arena to face the next boss.

BOSS: GRNDL-1

As it runs around the arena, GRNDL will try to grab you with its arm, but it's also not too fast with it, letting you get in a few good melee hits first. It's usually a good idea to stay behind GRNDL, or off to its side when attacking. If you can fit in a Ruiner, you can actually stop GRNDL from moving temporarily.

The most annoying thing about this battle isn't GRNDL itself, but the flying drones it periodically sends towards you. You'll get decent warning, though, because GRNDL runs far away from you, and then starts sending out the drones. Start shooting as soon as you see them to try and thin out the numbers. If they latch onto you, you can roll-dodge to shake them off; don't waste a Ruiner on them. There are crystals in the outer halls, so retreat over there if you need some Health Orbs.


Don't let up on your attacks when facing GRNDL.

GRNDL will also stand up after enough hits, exposing its chest and stomping towards you. Shoot at the chest while backing away. Firing at it enough times will send GRNDL back down to its "all-fours" form. Continue the earlier strategy: staying on the side of GRNDL and hitting it with melee attacks as much as possible. Eventually you'll start destroying the various parts of GRNDL until you blow up the entire thing.

User note: Plasma can be the most effective gun with GRNDL. You can take him down with just a gun, but it does take a while...

Possible Drops
Ancient Broadsword of Verdandi (Damage 59 + 2%, Value 390)
Commando Helm of The Maiden (Armor 19, Value 480)
Plated Boots of The Maiden (Armor 22, Value 420)
Lamellar Battleskin of Blood (Armor 19, Value 480)



And that will close out your time at the Hall of Heroes. Baldur heads back to Aesir.

Walkthrough: Ice Forest Pt. 1

Aesir

Baldur lands at Aesir after a brief cut-scene. Once you have control, check the landing pad for a mini obelisk with a couple of items. Then, walk forward into the Aesir central hall.



Baldur will be instructed to walk over and meet the head of the cybernetics lab. After talking with her, you'll finally be able to choose your alignment: Cybernetic or full Human? Read the descriptions carefully and make the choice that sounds best to you (and/or refer to the alignment skill trees in the SuperGuide table of contents). For the record, we went with Cybernetics for the purposes of the SuperGuide, due to its enhanced abilities and access to Cannons. You can then explore the lab and check the computers for game hints, or find another item obelisk.



Possible Drops
Strong Plated Staff of Hope (Damage 33, Value 175)
Willful Assault Boots of Growling (Armor 16, Value 240)



When you're done, exit the lab and return to the central hall, where you'll then be directed to the Feasting Hall. Check the directory orb in the middle of the room to check the map of Aesir. The red cone on the map shows where the camera is pointing, so use that to reorient yourself and head toward the Feasting Hall.



More stuff: The other halls in Aesir are dotted with item obelisks, just like the lab, so feel free to spend some time to explore and find more loot.



Lost? Check the directory hubs in the middle of the Hub and Lobby (and smaller computers in the smaller halls). The colored cone shows the direction Baldur is facing, not the camera.

The way to the Feasting Hall leads outside. Go forward a little and to the left to find the entrance to the Feasting Hall. Run down the hall to the other end. Off to the right you can spot the item obelisk with several pieces of equipment (see below). A cut-scene will play once you enter the Hall.



When you regain control, turn backward and take the entrance to Heimdall's Office -- the place with the floating platform from the earlier flashback (check the map terminal to know where you're pointed). Another item obelisk is in the hall just before the Office, so check that out for a bit of loot, too. After entering the Office, run up to Heimdall's desk. Another cut-scene follows. Exit the Office hall, and run all the way back to the Aesir Hub.



Possible Drops
Strong Magnums of Spirit (Damage 6 + 28%, Value 305)
Strong Battle Hammer & Shield of Haste (Damage 30, Value 175)
Willful Respirator of Plate (Armor 15, Value 195)



After yet another cut-scene, you'll have control again. Again, head to the Aesir Hub and back to Baldur's ship. Time for the next mission at the Ice Forest!



Ice Forest



The party starts right as you land, with weak enemies rushing up towards you. Mow them down and head towards the rocket-shooting ones.



Possible Drops
Strong Hybrid Pistols of Effectiveness (Damage 4 + 28%, Value 240)



After that wave, you'll see a Skullhammer-type (troll) enemy up ahead; Wolf Eater. It will be joined by little minions, so try and get rid of them first before going for the big guy (roll away from its shockwaves often, of course). Defeat it the same way you did the other ones of its type by leaping onto its back. We didn't get any drops from it, so just defeat it and continue forward through the Forest.



A short cut-scene will take you into the next section. Simply follow the path and more enemies will rush in. Be careful of the icy ones, as touching them with your melee weapon will freeze you, too. Once the wave is gone, the first purple launchpad will activate. Run up there to be shot over to the next part of the Forest.



Once you land, a wave of explosive enemies will come up. As before, fire at them with guns -- the good thing about them is that one explosion will usually take out surrounding enemies as well. But making things harder are the rockets that fly in often. You'll have a high probability of dying once or twice, but don't sweat it -- just get back up and go after them again. The last of the wave is a strong enemy, Bloodspit. As usual, roll away and use your best combat knowledge to get rid of him.


Uh-oh. Frequent rolling may save you from an onslaught of rockets.

Before moving forward there is a secret area immediately behind where you first landed. In the center of the wall there is a breakable barrier that leads to a hidden well to cyberspace defended by a few Goblins. After dispatching the initial set of goblins a wave of enemies , including a Goblin Leader, will spawn as you walk towards the well. Once inside Cyberspace you will find an obelisk hidden behind a set of doors and another that can't be accessed on your first playthrough of the game.



Run forward and yet another easier wave will come up, followed by another strong guy, Flesh Rip. The small guys following him will be a little tough, but by now you should have plenty of space to back away into, so don't be too zealous with melee attacks and keep up a gun-based offensive. Clearing out the rest of them should let you take a breather. An obelisk up ahead will give you some equipment, as well.



Possible Drops
Ancient Carbine Rifle of Verdandi (Damage 11, Value 420)
Honed Greatstaff of the Cunning (Damage 71, Value 325)
Honed Mattock of Effectiveness (Damage 71, Value 325)
Merciful Lattice-Plate Boots of Toughness (Blueprint) (Armor 50, Value 2636, Craft 10550)



Head past the obelisk and around the corner to meet some new enemies, including some nasty tall, green suckers. These ones may take some time, but your guns may get rid of them the fastest. If all else fails, let loose with a Ruiner. Then, run forward to the next launchpad.



On the third rung of the Forest, more little enemies will try to slow you down, including some ice ones. Get rid of them, then continue forward to an area of what look like shimmering red mirrors. Defeat the next wave, and the stronger one in charge should drop some decent stuff. And then, three more of those green enemies will run in. Again, don't be afraid to use a Ruiner, especially if you've been feeling the hurt up till now.



Defeat that trio, then run past the mirrors to the last section before the next launchpad. Quite a few rockets will be coming your way, so stay back as soon as you spot the enemies, but be fully prepared to be overwhelmed and die again anyway. The rocketeers are way far back, so they're going to be the big problem (as usual!). Get up to them as fast as possible and start walloping them. They're joined by a strong enemy, Wolf Bite, who will naturally be more anxious to kill you. The rockets shouldn't be as frequent at this point, so go ahead and finish Wolf Bite, and then the rocket shooters. That's the end of the wave, and there are more prizes in the nearby obelisk.



Possible Drops
Honed Hybrid Cannon of Haste (Damage 14, Value 412, Sentient Weapon Speed +6%)
Honed Mass Cannon of Stocking (Damage 11, Value 372)
Strong Pistols of Savagery (Damage 6 +28%, Value 260


One good thing about the Ice Forest: There's almost always a reward waiting for you at the end of the line.

One nasty new enemy is up on the next rung of the Forest -- it even shoots paralyzing arrows at a couple of your squadmates! Launch yourself up there and engage the spiderlike (Dark Elf) enemy, The Glory of Manslaughter. This thing (and future enemies of its type) loves to slam the ground and create shockwaves. However, you can easily see when it's about to slam down, and then it's stuck for a couple of seconds, giving you a wide-open window for melee attacks. Basically, dodge-roll away from the shockwaves, then run back in and strike it. It should be down in no time, and a little enemy wave will follow.



Possible Drops
Strong Hammer of Rooting (Damage 31 +3%, Value 225)
Stout Maul of Wailing (Damage 136 +3%, Value 784)
Honed Sparring Harness of Impact (Armor 21, Value 325)
Willful Legguards of The Astute (Armor 19, Value 260)



Hidden room: Just ahead and to the right of where you fought Glory of Manslaughter is a metal wall that you can attack and break open to reveal a hole to a hidden room. This is a multilevel "minidungeon" of sorts, with waves of enemies that get more and more troublesome as you go up. But this is a great place to gain experience and loot! If you die in here, though, the fun's over, and you're taken back outside to the Forest without a way back in.


Bust this open to enter a secret area. Keep an eye out for similar-looking walls later on.





The waves continue down the path, with an item obelisk just ahead and off to the right.



Possible Drops
Merciful Lattice-Plate Pauldrons of Launching (Blueprint) (Total Armor 181 +19%, Value 2636, Craft 10550)
Stout Rods of Striking (Damage 117, Value 784)



You'll start running down a ramp, and at the bottom is another Dark Elf enemy, Swift-Flight to Valhalla, and a couple of other nasty green enemies shooting arrows constantly. Again, stick to long-range attacks, and feel free to use a Ruiner. Get rid of the little guys, then go after Valhalla with the same strategy as before. Your squadmates will likely run up and attack Valhalla as you take care of the green guys, so don't worry too much.



Possible Drops
Stout Hipgguards of Life (Armor 33, Value 744)
Ancient Pulse Pistols of Explosion (Damage 6 + 28%, Value 365)

Honed Sledgehammer of Magnitude (Damage 108, Value 412)



After that party, another wave of almost the same enemies will start firing at you from up ahead, including rockets! Take care of them before heading to the nearby obelisk, which has yet more drops for you.



Possible Drops
Stout Telemetry Interface of Plasma (Armor 30, Value 744)
Reinforced Rumpguard of Ventilation (Armor 19, Value 480)
Stout Effector Implant of Life (Armor 27, Value 690)
Merciful Lattice-Plate Gauntlets of Reinforcement (Blueprint) (Armor 50, Value 2636, Craft 10550)


Another long, nasty run around this corner. Keep your head up and show no mercy.

One last wave is in this section, and includes exploding and icy enemies. They're basically grunts, though, so they're a short hurdle keeping you from the next launchpad.

When you launch up to the next level, you'll be on a small platform with a Cyberspace well. Let's dive in, shall we?



Cyberspace



Aside from a long intro cut-scene, this is a quick area. Get the items from the obelisk up ahead, then run up to the crest on the ground, and use your push ability to shove thee big tree down, which extends a bridge back out in the Forest.



Possible Drops
Stout Mattock of Repair (Damage 143, Value 784)
The KLOBB (Blueprint) (Damage 18, Value 1520)



Exit Cyberspace, then take the next launchpad up. A couple of easy waves will set you up for the run across the big bridge, which sends you into a large inner room, where more arrow-slingers are focused on you. By now you should be able to get rid of them quickly. Continue forward onto the platform that elevates you to the next level.



Now, things will get a bit hairy: you enter a large circular arena, with both a Skullhammer- (Spine Breaker) and Vahalla-type (The Cruel Death from the Dark) coming at you from afar. Get rid of the smaller green grunts first (a Ruiner's always helpful), then head towards the terrible two ahead. Death from the Dark will be the fastest one, naturally, so it's assured you'll end up fighting it first. Go ahead and use the same strategy -- dodge, then attack -- to defeat it. Then, move onto Spine Breaker -- literally! Climb onto its back like the other enemies of its type to get rid of it quickly. When they're gone, head forward to the next launchpad.



Possible Drops
Stout Active Field Array of Reinforcement (Armor 25, Value 650)


Prepare for a stressful battle as you're tasked with wiping out the waves of enemies here and the two big masters in the middle.

Walkthrough: Ice Forest Pt. 2

The next platform that you launch to has more of the same. There's another hammer troll, Waster of Skulls, and a grenade-tossing cousin, Rending Fire. Concentrate on the little guys, since you can end up surrounded by them. The two big guys will probably stick right next to each other, so you'll have to be a little extra careful when attacking. Keep your eyes on both of them as you attack, and roll out of the way when seeing them slam down, swipe or lay bombs. You might fare better using air melee attacks and guns. Don't attempt to jump on the back of Waster if it's not alone, or else you risk getting thrown right off.

After they're gone, you can continue to the next launchpad. You land on a small platform with a small group of enemies and yet another launchpad, so quickly get to it.

Possible Drops
Pure Landvaettir Rifle of Wickedness (Blueprint) (Damage 24 +3, Value 1704)
Stout Broadsword of The Cunning (Damage 124, Value 322)
Honed Pulse Pistols of Stocking



Now, things get a lot hairy. Basically, from this point on to the end of the area, you'll encounter wave after wave of annoying, strong enemies. When you land from the last launchpad, you'll first encounter the green enemies (Dark Elf assaulters) and another grenade-dropper. Ahead of them, though, is an item obelisk, so check it out and then head to the end of the path to take an elevator up to the next level. You'll immediately be fired at the green guys up ahead.


The barrage of arrows from the Elves make this not so fun. Push yourself ahead with rolls and/or juggles.

Try and work through the crowd by using juggle moves, then running up to the ones in back. This continues as you get further inside and meet with another hammer enemy, Death Blow. Behind Death Blow, on the back wall, is a large energy cell. You can either defeat Death Blow now, or rush up to the cell and start striking it. Either way, destroying the cell deactivates the red gates at the other end of the hall, sending an elevator down.



Run back down the hall and towards the elevator and you'll meet another group, including a grenadier, Bringer of Hard Death. Finish them off, then step onto the lift.



Possible Drops
Refined Radial/Ulnar Implant
Honed Tveihender of Worth
Stout Pulse Cannon of The Cunning (Damage 22 +4, Value 612)
Honed Beam Cannon of Dexterity
Stout Rumpguard of Carnage (Armor 39, Value 219)
Stout Alloyed Cannon of Repair (Damage 18+4, Value 652)



The next level can be confusing if you don't know what to do -- you can easily fight the waves of enemies in this wide-open arena without realizing that they absolutely will not stop coming. But, if you look on the outer sides, you'll notice energy cells like the one you smashed down below. To stop the flow of enemies, you'll have to destroy at least four of the cells. Shooting them works best, so equip your best rifle/pistols and go at it. Make sure no enemies get close to your tail first, then concentrate on the cells. After four are destroyed, the upper plate of the arena crashes down on the enemies and stops the flow.


Shoot down four of these big cells to make quick work of... everything!

You can then run up to the center of the platform, touch an item obelisk for new drops, then run towards the large red gate to the next section.

Possible Drops
Honed Quick Staff of Initiative
Honed Lattice Module System of Savagery (Armor 28, Value 372)
Stout Particle Pistols of Verdandi (Damage 14 +32, Value 652)
Stout Tactical HUD Mod of Plate (Armor 32, Value 784)
Stout Bloodeagle Harness of Reinforcement (Armor 30, Value 496)
Stout Neural Interface of Ventilation (Armor 32, Value 784)
Stout Energy Filter of Worth (Armor 30, Value 690)
Stout Mattock of Carnage
Stout Quick Staff of Effectiveness (Damage 120, Value 612)
Pure Field Plate Leggings of Anger (Blueprint) (Armor 35, Value 1255)

On the other side of the bridge, a small group of green attackers is waiting. Clear them out, then touch the next obelisk up ahead. Right after that, a group of weak grunts come in -- beware of ice and explosions again. Keep going forward until you spot the launchpad, and a spiderlike enemy lording over the group. They should be fairly easy to get rid of, so don't sweat it; just work fast and head to the launchpad.

Possible Drops
Silver Beam Rifle of Skuld (Damage 40, Value 1054)
Chaotic Field Array Belt (
Honed Long Sword of Repair (Damage 108 +3, Value 412)
Honed Induction Bracers of Impact (Armor 21, Value 325)
Honed Quick Staff of Balance (Damage 71, Value 345)
Stout ODIN's Cradle of Reinforcement (Armor 35, Value 274)
Stout Hammer of Ventilation (Damage 126, Value 744)
Stout Lamellar Kneepad of Avoidance (Armor 36, Value 209)
Stout Mallet of Swiftness (Damage 292 +3, Value 1054)
Stout Stream Rifle of Haste (Damage 19, Value 784)
Stout Tactical HUD Mod of Plasma (Armor 32, Value 784)
Refined Projected Helm
Refined Auto Cannon
Pure Shade Pistols of Force (Blueprint) (Damage 13 +32, Value 1655)

An obelisk is there right when you land, but a line of enemies show up to try and stop you. They're tough ones, too, with at least one rocket shooter. Get rid of them, check the obelisk, and then, up ahead and to the right of the obelisk, you'll find another breakable wall that you can bust down to enter another hidden battle room that works just like the last one.


Start fighting as soon as you touch down on this level.

Continue down the path and fight some more waves, then make your way up to the bridge that travels through an ice tunnel.

Possible Drops
Honed Falchion of Havoc
Honed Mass Cannon of Stocking
Honed Wolf's Claw Implant of Repair (Armor 23, Value 345)
Stout Mattock of Carnage
Stout Flexform Shoulderpads of Launching (Armor 30, Value 744)
Stout Inverted Blast Array of Plasma (Armor 36, Value 522)
Stout Tveihender of Battle Prayer

Once you step on the bridge, you'll have to face a long gauntlet of enemies as you run through and up the ramps. There is no winning strategy here; the place is designed to keep you fighting, and that's just what you'll have to do. After a few waves, it will look like you're done, but one more wave will attack just before the end of the line. The good news is that they're mere grunts, and a Ruiner can make quick work of them. After the barrier lifts, run to the large circular area.

The center is empty until a platform rises up and reveals an energy cell in the center, and enemies that quickly drop in. Of course, after cleaning house (again), your focus should be the cell. Destroying it will slightly lower a large pillar over on the other side of the area.


Bust more cells as you bound to new platforms. Luckily, they're easy to spot.

Possible Drops
Bright Laser Guns of Savagery
Bright Glass Guns of Verdandi
Bright Falchion of Swiftness (Damage 144, Value 507)
Refined Gyrojet Pistol

Basically, you must destroy more energy cells as you see them, and they will lower the pillar more. This does nothing else but add an extra task as you fight the next several waves of enemies, and the cells are usually right near where you begin the waves, so it's not that hard, either. The first wave is weak, but large, and like we said, the cell will be right in front of you. Defeat another wave after destroying the cell, then head to the bridge at the end of the platform.

Possible Drops
Bright Projected Helm of Plasma
Bright Warhammer of Bashing
Stout Hybrid Cannon of Duration (Damage 15 +7, Value 717)
Stout Particle Rifle of Frailty (Damage 18, Value 862)
Silver Inverted Blast Array of Launching (Armor 50, Value 1014)
Silver Glass Guns of Explosion (Damage 24 +32, Value 1112)

You'll be assaulted from afar by enemy fire as you step onto the bridge, so be careful and, like earlier, use your juggle move liberally. After another wave or two, the launchpad can be seen at the end of the line.

After landing, you'll be pelted with fire again. This time, the cell is a little ways down, around the corner. After a couple more waves, you'll spot the launchpad, with an obelisk right next to it.

Shoot over to the next platform and take out the first wave of small grunts, then another wave or two until you reach another item obelisk. A few more simple waves and you should reach the next launchpad in no time. True, there was no energy cell here.

Possible Drops
Chaotic War Club & Shield
Chaotic Radial/Ulnar Implant (Armor 18, Value 156)
Bright Mobility Augment of Cutting (Armor 34, Value 478)
Bright Lamellar Kneepads of Avoidance
Silver Heavy Staff of Balance (Damage 257 +3, Value 1054)
Silver Shooting Harness of Composite (Armor 37, Value 609)
Silver Active Field Array of Fortune (Armor 37, Value 915)
Silver Maul of Bitterness (Damage 185 +4, Value 956)
Silver Hybrid Cannon of Speed Loading (Damage 29+4,Value 998)
Silver Gauss Pistol of Far Sight (Damage 15 +32, Value 915)
Stout Gauss Pistol of Haste (Damage 9 +32, Value 676)
Pure Beast-Helm of Malice (Blueprint) (Armor 60, Value 1886)
Pure Shockplate Greaves of Lashing Storms (Blueprint) (Armor 57, Value 1956)

Explosive grunts will meet you on the next platform, so approach with caution. The next energy cell is, again, just around the corner, and that will be the last one; the big pillar will finally sink to be flush with the ground. Defeat one more wave before hitting the next launchpad.



Following that is a short curved bridge for you to run another gauntlet, featuring spider enemies Herald of the Long-Handed Doom and Haunter of the Dark. The bridge will lead onto the large circular platform where the pillar was lowered. The wave greeting you on the platform shouldn't take too long to get rid of it. Once you're done, head to the center and enter the Cyberspace well.


Another hellish walk across the bridge. Try and focus on this Elf before going too far ahead.

Possible Drops
Silver Reinforced Glove of Striking (Armor 53, Value 1096)
Silver Gauss Pistols of Launching (Damage 15 +32, Value 915)
Silvery Hybrid Cannon of Hypnosis (Damage 21 +4, Value 1029)
Silver Maul of Ensnaring (Damage 185, Value 1185)
Silver Mattock of Swiftness (Damage 292 +3, Value 1096)
Silver Pulse Pistols of Havoc (Damage 22 +32, Value 798)
Bright Knuckleduster of Striking (Armor 43, Value 527)
Bright Telemetry Interface of Defiance
Pure Dreadnaught Sword of Ensnaring (Blueprint) (Damage 334 +7, Value 2146)

Cyberspace

Another short one. On the first platform up ahead, use the push ability to open the gate, then run ahead and touch the big obelisk for a new ability: lifting! Use the lift ability on the next platform to lift up an adjacent log and lower the barriers to the big tower back in the Forest.

Walkthrough: Ice Forest Pt. 3

You might be thinking you're almost done, but... it's a big "almost." Run to the tower and begin fighting more waves. They'll come from the right first, but don't forget to double back and check out the two item obelisks that are right across from the bridge. Then, take the right-hand path again and look for the next launchpad hanging off a bridge to the side.



Up to the next platform you'll go, and immediately face a spider enemy and its minions. Defeat them, touch the item obelisk, and continue down the path. A couple more waves remain before the launchpad (and another obelisk behind it!)







Possible Drops
Bright Gyrojet Pistol of Swiftness (Damage 18 +32, Value 548)

Bright Particle Rifle of Duration

Chaotic Rumpguard

Silver Flexform Shoulderpads of Plate (Armor 42, Value 931)

Silver Long Rifle of Skuld (Damage 35, Value 1054)

Silver Projected Helm of Anger (Armor 42, Value 998)

Silver Mallet of Balance (Damage 165 +3, Value 915)

Silver Mechanized Cannon of Rooting (Damage 30 +4, Value 1071)

Silver Maul of Bitterness (Damage 185 +4, Value 956)

Silver Projected Helm of Anger

Silver Seax of Lashing Storms (Damage 184, Value 998)

Silver Sparring Warplates of Precision (Armor 50, Value 1054)

Pure Storm Cannon of Defiance (Blueprint) (Damage 31 +8, Value 1851)
Pure Valkyrie Wings of Verdandi (Blueprint) (Damage 158, Value 1768)



What's this? A cut-scene? What a relief! Unfortunately, it's little more than Hod mocking Baldur, and then running off. And then of course, you have more enemies to fight. Get rid of the first small group, then turn back and look for a cyberspace well before chaasing after Hod. Inside Cyberspace you open a secret area containing an obelisk in the real world that sits directly across from the well. Now you may launch to the next platform and continue. Fight through the horde there, and eventually the path will move over to another long bridge. Hod will periodically fire at you as you chase him down the bridge, but there's no way to "catch" him, so just keep moving forward.




Another lovely gauntlet of evil to traverse before facing the boss.



At the end of the line, Hod takes the elevator up to the top, leaving you to finish off the monsters. You have no choice, so clear the area and follow Hod up the elevator. At the top level, you can run across the outer section into another elevator that takes you to the very top.

Possible Drops
Silver C3 Interlink of Havoc (Armor 50, Value 1054)





BOSS: Hod



At the top level, get rid of the big red barrier by destroying of the energy cells to the side, then head forward to the five small platforms. Hod will jump across all the platforms randomly while firing at you. You must destroy all the platforms using your guns or, better yet, Fierce attacks. It doesn't matter what order you take them in, because you should be moving around constantly to try and avoid Hod's gunfire/rockets.



Once all five platforms are gone, Hod will fall down to the next level, and you can head back to the elevator after defeating a small wave of enemies. Enter the elevator to go down to the next level.




Zap, shoot or Fierce-attack Hod's platforms to make quick work of them.



Rinse and repeat: lower the barriers and then go for the platforms and defeat the enemies afterward. You'll have to do this entire rigmarole three more times (for a total of four levels), and the number of barriers increases on each one.



When Hod has exhausted his supply of tiny platforms, he'll fall down to the ground level. There, you can finally go at him directly -- once you get rid of the enemies surrounding him. It's a small group, though, and before long you can go right up to Hod and start attacking. Since Hod is an Aesir like Baldur, he uses very similar moves. If you've been hammering on him too long, he'll try and pull a Ruiner on you. It's easy enough to spot, so roll out of the way as soon as you can. Then, just get close to him again and start attacking once more. You may die, but Hod retains the damage he's taken, so get right back into it. Hod will eventually fall to Baldur.


Hod doesn't usually try to fight back, but keep your distance when he starts to!

Possible Drops
Bright Rifle of Ensnaring (Damage 19, Value 613)

Walkthrough: World Serpent Pt. 1

Aesir


When you arrive, you can chat with Freya briefly. Otherwise, take a left and go around the tree, then look for three men standing by a fountain in one of the indentations in the hall. Thor and a couple of others are talking to Mimir, the disembodied head.





Run over here to keep the story going.





After the cut-scene, you'll have your next mission. After that, you can run back through Aesir towards the Docking Bay to head out to the World Serpent region. Don't forget to check any small blue obelisks you see for extra drops.




Extra Runes: You can dive into the Cyberspace well at the base of the tree and explore the area for Runes from obelisks, but there isn't a whole lot around that's extremely useful right now.





Possible Drops
Bright Particle Rifle of Duration

Bright Reinforced Schynbald of Impact

Silver Hybrid Cannon of Speed Loading (Damage 29, Value 960)

Silver Necked Webmounting of Slowing (Armor 50, Value 893)



World Serpent


Thor joins you for this mission. His strength can be somewhat helpful to you in battle, but if he takes too much damage, he can be "defeated," and can't help you until the current enemy wave is over.



After entering the World Serpent dungeon, go straight ahead into the Cyberspace well. It's a short visit: just use the push ability on the rock wall ahead, and then walk through the bright passage to return to World Serpent. Follow Thor to the door off to the right and enter.









A long walkway is up ahead. Run along until it eventually collapses and apparently kills Thor. There's nothing to do now but to keep going forward, around the corner, and down the long tunnel into the next open room. There, as soon as you get to the exit door, enemies show up to make your life a little more unpleasant. They're a rather small group, though, so beat them quickly and continue through the exit door.

Run down a few more twisty halls until you enter a room with a large, spinning floor. Make your way to the door at the other end (run in the direction of the floor so you're not fighting it, obviously). After another hall, you'll enter a larger room with about three other doors, where enemies are waiting for you. Clear them out, then head through the exit door straight ahead on the other side of the room (of course, you can bust open the small canisters around for extra Bounty).

Possible Drops
Bright Quarter Staff of Balance

Bright Telemetry Interface of Defiance


Turn right to find the correct exit out of this multi-door room.


The next room looks like it has a broken walkway, but you can actually walk across; it's a mostly-invisible bridge. Approach the small Cyberspace well and dive in. Rather than go right to Cyberspace, you'll warp... right back to the start of the dungeon, with Thor alive and kicking! How convenient -- sort of. At least, you can reunite with Thor in the hall, where the walkway will be repaired.


Hey, whatever works. At least now Thor will stay by your side.

Now, as you go forward through the dungeon, enemies will appear earlier. After a couple of halls and rooms appearing the same as before, the path changes a little and you'll enter a room with a spider enemy, Spectre of Worlds Forgotten. Defeat it, then head forward to be in three-door room again. Clear out the enemies (including another spiderlike Dark Elf), then exit through the door you did before.



Possible Drops
Bright Battle Hammer of Wailing (

Bright Quarter Staff of Balance (Damage 127, Value 480)

Chaotic Tactical HUD Mod

Silver Lattice Module System of Striking (Armor 47, Value 960)

Silver Fusion Rifle of Fortune (Damage 35, Value 1054)

Silver Stream Cannon of Verdandi

Silver Hybrid Cannon of Dexterity (damage 29, Value 960)

Silver Gunslinger's Drawplate of Striking (Armor 50, Value 811)



The room with the Cyberspace well will now be well-less, so keep going forward in front of it to enter the elevator shaft. Walk to the end of the elevator platform to take the thing up to the next level.



The next room has a Cyberspace well, and two deactivated mechanical trolls. They can't be harmed in this state, so just go ahead and dive into the well. And yes, once you exit Cyberspace, the enemies will come alive, so be ready.



Cyberspace

Right after entering, you can get a new ability -- walking on water -- from the large obelisk in front of you. So let's put it to use! Run across the patch of water ahead and cross to the next shore. Then, continue down the path until you reach the large gate. Use the push ability to open the gate, then run up the rocky path to the top of the cliff. On the platform at the edge, use the push ability twice, followed by the lift ability to lift the large stone dam from the water. Don't step off the platform between abilities, or you'll have to start over. Doing so will switch on some consoles in World Serpent.


Push then pull up the gate.



Now, you can run all the way back and exit Cyberspace. Don't forget the extra obelisks! The drops in this part of Cyberspace are listed below:



Possible Drops
Merciful Soft BattleGrip Boots of Life (Blueprint) (Armor 83, Value 8858)

Silver Bloodeagle Harness of Plate (Armor 42, Value 960)

Silver Sparring Harness of Reinforcement (Armor 37, Value 880)



Back in World Serpent, those big hammer trolls will wake up and start attacking, as expected. Thor's help is appreciated, but this is still a rather tight space, so you'll have to do plenty of running and rolling to escape the enemies' attacks. It may take a while, but just make sure to hop on their backs ASAP and take them out. Once they're gone, take the door on the opposite side and ride the elevator down a few more levels.





Nothing like a big fight in a small room! Thor can help, but you'll probably have to finish the enemies off.




Enter the room on the next level and open the door around the corner by busting the electrical console next to it. Another hammer enemy will greet you outside, and more enemies will run in from the ramps up ahead. At the top of the ramp are a few more enemies, but also an obelisk with some equipment. Go left from the obelisk to continue down the path and into the next room.



Possible Drops
Silver Heavy Shoe of Reinforcement (Armor 50, Value 1014)

Silver Gyrojet Pistol of Havoc (Damage 32 +44, Value 67)

Silver C3 Interlink of Havoc (Armor 50, Value 811)

Bright Flexform Shoulderpads of Reinforcement

Pure Flexform Recon Gloves of Speed Loading (Blueprint) (Armor 47, Value 1620)

Merciful Ballistic Chestplate of Verdandi (Blueprint) (Armor 83, Value 8858)

Walkthrough: World Serpent Pt. 2

The next room is the largest yet, and here, it will start to get messy. Two big hammer trolls at either end of the room are joined by a huge wave of green goblins. Try to get rid of the first (closest) troll ASAP, then run ahead and take care of the rest of the goblins and the other troll. After a whole lot of fighting, you should make your way to the big door at the other end. Show no mercy!




We don't blame you if you groan at the sight of another huge wave of Elves to fight. Use every hard-hitting ability at your disposal: Ruiners, Spiders, Battle Cries, etc.



That exit door leads into an even larger room. As you pass the first corner, you'll spot two more trolls and more goblins on either end of the large gap in the floor. Take your pick, and start attacking.

Once they're gone, a spider enemy/dark elf, Herald of the Red Mist, will be waiting for you up ahead. And then, finally you can exit through the door around the corner on the opposite side...



Possible Drops
Silver Sparring Harness of Reinforcement (Armor 37, Value 880)

Honed Module Regulator of Savagery (Armor 50, Value 70)

Honed Sparring Harness of Life (Armor 50, Value 70)

Bright Maul of Balance

Bright Pulse Cannon of Force

Refined Hipguards of Fortune

Refined Rigid Battle Vest of Worth

Pure Seaboiler of Ensnaring (Blueprint) (Damage 18 +44, Value 1810)



...Only to come upon more of the same -- another long hall, a hammer troll, and more goblins! And then, of course, once you beat that first wave, more hammer trolls show up, and another spider dark elf following that. Stay patient, keep track of your equipment if it's starting to break, and simply keep up the offensive.



The exit door leads to a medium-sized bridge, and then you'll enter a smaller forked room. It's smaller than the last couple of rooms, but it quickly gets crowded. This can result in a tougher struggle, and Thor may well be put out of commission earlier than you'd like. There are a huge number of goblins, and a dark elf lording over them.



Despite what you may be thinking, it's not always smart to go straight through the crowd and right for the dark elf. More than likely, you'll die and be sent back outside to reenter the room again, anyway. Take on the crowd slowly, and move forward only when you actually can. It's not like you ever had to go to the enemies much here, anyway.



Possible Drops
Honed Reciprocal Blast Array of Plasma (Armor 67, Value 1360)

Honed Myomer Annex of Plate (Armor 52, Value 1144)

Honed Hybrid Cannon of Stocking (Damage 49, Value 964)

Honed Necked Webmounting of Impact (Armor 64, Value 1224)

Honed ODIN's Cradle of Defiance

Honed Reinforced Glove of Lightning Reload (Armor 67, Value 1360)

Bright Heavy Staff of Cutting

Massive Radial/Ulnar Implant (Armor 21, Value 120)

Pure Pod Cannon of Effectiveness (Blueprint) (Damage 43, Value 1881)

Refined Sparring Harness of Booming Call

Stout Surge Rifle of Disruption (Blueprint) (Damage 68, Value 2320)

Silver Glass Guns of Explosion (Damage 24 +44, Value 1070)




Don't blow through the forked room. In fact, stay as far away from it as possible if you can, and attempt to lure the enemies out.



Once that party has died down, move forward into the next room, which has a large mechanical crane in the center. To the right and behind the crane is an obelisk with some drops. Grab those, then turn around and go the other way from the crane, up and onto the large conveyor belt. Goblins will immediately come up to you. You barely have to move on the belt; just stand in place and whack on the enemies for a little while.




The conveyor belt's an easy trip, but if you manage to die, you're sent right back to the start of it.



At the end of the conveyor belt, a grenade-lobbing troll will greet you. Hop off and start attacking it, though beware of the goblins firing at you from afar. If you die, you'll be bumped all the way back to the start of the conveyor belt room. Not nice! Again, try to stay patient.



Clear out that room and then into the next, which is also forked. Enemies should come from the right-hand side, so run down there and deal with them. Beat that wave, then cross into the next room at the opposite side. Fight some more goblins as they come in, and the path should take you around to the other side of the fork. Beware the hammer troll!



Possible Drops
Massive Necked Lamellar Battleskin

Massive Reinforced Glove (Armor 28, Value 240)

Merciful Triggerfree Gloves of Plasma (Blueprint) (Armor 83, Value 8858)

Refined Sparring Warplates of Toughness

Honed Assault Cannon of Skuld

Honed Tveihender of Rooting (Damage 308 +4, Value 997)

Stout BattleGrip Assault Boot of Havoc (Blueprint) (Armor 60, Value 2136)



Follow the path until you find a big door leading to a chamber with a large globe in a gyroscope at the far end of the room. It's straightforward -- just follow the winding path until you approach the globe and start going up the ramp. Once you get up to where the globe is, you'll spot a series of doors and a Cyberspace well right near the globe. Go ahead and check it out! Other than a couple of obelisks (mostly with Runes), there's nothing to do but push a rock into a larger rock, which stops the globe from spinning.




More Sisyphean action awaits you in Cyberspace.



Back in the real world, the globe summons a wave of enemies out to attack you, including a hammer troll. Defeat everybody, and then head to the door at the far opposite end of the globe (or take the middle door for a short elevator ride down into a small room with just a couple of drops).



Possible Drops
Massive Mass Cannon

Honed Mallet of Fortune (Damage 387, Value 964)

Stout Landvettir Cannon of Hypnosis

Stout Deathguard of Speed Loading (Blueprint) (Damage 54, Value 1984)

Stuout Tvenner Swords of Ensnaring (Blueprint) (Damage 270, Value 2144)



Through the door is a small computer room, and past that is a long reddish hall. A small wave of enemies will attack inside here, so get rid of them and continue through to the other side, where you'll meet the boss.



BOSS: The Everlasting Hate



This may be the easiest boss encounter so far. Everlasting Hate is basically a hammer troll in very thick armor, so use a similar strategy to defeat it: go for the individual parts of the armor (legs, arms, torso) in order to break them off and weaken the boss. Use guns often, as well as aerial melee attacks rather than dodge-rolls. Using guns exclusively may take a while, but it is possible to get rid of the armor using them. When the armor's all gone, simply run up and start attacking Everlasting Hate as any other enemy. After several minutes, you should be victorious!




Piece 'o cake, really -- just treat the boss as any other hammer troll.



Possible Drops
Stout Dreadnaught Cannon of Anger (Blueprint) (Damage 54, Value 2041)

Honed Heavy Staff of Carnage

Honed Pulse Pistols of Stocking (Damage 39 +49, Value 899)

Focused Butcher Pistols of Swiftness (Blueprint) (Damage 48 +44, Value 8331)

Focused Moon Staff of Bitterness (Blueprint) (Damage 399 +5, Value 8483)



Clean up the area of any remaining enemies, then head back where you came from and take the center lift platform up to the next level, then enter the elevator to head up and out of World Serpent.

Walkthrough: Helheim Pt. 1

Aesir



Not much to say here. Head back to the Feasting Hall and watch the cut-scene that sets up the next mission. After that, you can head back to the docking bay and fly out to Helheim.







Helheim



Loot note: Many equipment drops in Helheim tend to be Blueprints, so hopefully you have a nice stockpile of Bounty ready when you find a real nice potential piece (or pieces) of gear!




No time to hang around -- once you land, the war begins! Fight through the waves of Undead-class enemies and make your way down to the big metal gate at the bottom of the hill. Fire at the lock in the center of the gate to blow it open and continue fighting.




Shoot the lock to continue down the hill.



More mobs will rush up the hill towards you, and once again you have to keep going down. Halfway down the hill, a new Undead will show up and rush towards you. It has a canister on its back that explodes when it's killed, so try and keep a distance and shoot it from afar. Continue whacking bad guys as you make your way down the hill. Eventually an Aesir cannon will blow open the main door to Helheim, letting you and the rest of the foot soldiers run in.




The Undead will be shown rushing towards you. Keep an eye on it and fire at will.



Possible Drops
Stout Butcher Pistols of Toughness (Blueprint) (Damage 36 +40, Value 2041)

Stout Widowmaker of Ensnaring

Massive Batons

Honed Falchion of Explosion (Damage 315 +5, Value 1032)

Honed Tactical HUD Mod of Reinforcement (Armor 57, Value 1224)



One thing you'll learn about Helheim is there seems to be more than one path. For the most part, you can follow your instinct and always be brought to the same place at the end of the game, but regardless of that, a lot of the side paths are just dead-ends with extra items. We'll try to guide you through here as best as possible.



Anyway, after entering Helheim, you'll see a large door straight ahead on the opposite side of a walkway. That's the proper exit, but you can swing left and go up to an item obelisk and a Cyberspace well with even more drops. But down on the walkway, you'll encounter the new Undead Fallen God, a ghostlike thing that fires harmful shockwaves periodically, so it's good to get rid of them quickly. Clear out the wave on the walkway and then walk through the door to the next room.




Fallen Gods will greet you here. As a rule of thumb, keep your distance from them.



Be careful of the exploding Undead as you enter the next room (featuring a large monument in the center). Once again the path splits, but a unit up ahead will be shown running down the left-hand path, and then having it split in half behind them, so that makes it an easy decision for you! Take the right-hand path and keep plowing through mobs.



Possible Drops
Stout Blister Cannon of Rooting (Damage 67 +5, Value 2314)

Stout Heart Seeker of Haste (Damage 414, Value 2296)

Stout Maelstorm Pistols of Stocking (Blueprint) (Damage 41 +45, Value 1992)

Stout Shade Pistols of The Cunning (Damage 50 +40, Value 2520)

Refined Assault Rifle of Initiative

Honed Gunslinger's Drawplate of Repair (Armor 64, Value 1224)

Honed Plasma Rifle of Area

Honed Short Staves of Launching

Honed Suspensor Array of Precision

Imperial Split-Toe Boot of Swiftness (Armor 110, Value 11675)

Massive Assault Rifle



The path, a gauntlet of Undead, is pretty long. After enough running, though, you'll reach the door at the end leading into the next room. This room's a little larger, with a couple of side paths, but again, the exit is straight ahead of you, over at the far end of the room. By walking forward a little and off to the left, you'll spot an item obelisk. Across from that, though, on the other side of the path, is a small ramp that leads down to a Cyberspace well, with another small part of Cyberspace with an item obelisk. Exit Cyberspace and continue following the path up to the middle of the room.




Head down this corner to evade the crowd and find a Cyberspace well.



Possible Drops
Silver Alloyed Pistols of Resounding Shout (Damage 54 +45, Value 1070)

Silver Staff of Deception (Damage 457, Value 1380)

Stout Blister Cannon of Rooting

Stout Butcher Pistols of Disruption (Blueprint) (Damage 55 +40, Value 2720)

Stout Cannon Pistols of Battle Prayer (Blueprint) (Damage 43 +40, Value 2136)

Stout Dreadnaught Staff of Swiftness (Blueprint) (Damage 501, Value 2120)

Honed Laser Guns of Speed Loading

Honed Plasma Guns of Ensnaring

Honed Rifle of Verdandi (Damage 53, Value 964)

Honed Sparring Warplates of The Cunning (Armor 61, Value 1184)

Imperial Bodyplate Leg Cladding of Life (Blueprint) (Armor 110, Value 11675)

(Cyberspace) Stout Equipment Braces of Reinforcement (Blueprint) (Armor 67, Value 2136)

(Cyberspace) Stout Provoker of Explosion (Blueprint) (Damage 54, Value 2332)



A mob will greet you in the middle, along with a new enemy, a floating "fat man," He That Sifts Through Diseased Flesh. Get up close and use fierce attacks (both sticks in the same direction) to deal the most damage and get rid of the thing faster. When that wave is clear, continue down the walkway across from where you exited Cyberspace. At the end of that is a section with another fat man, That Which Vomits Diseased Brains. Beat it with fierce attacks like before.



Turn left from there and head toward the next exit door. More mobs will try to stop you, of course, but it's all doable. Just before the door is another side path that stretches all the way down under the main path and leads to a sizeable item obelisk. Run back up the path and through the next exit door.




Run under the main path to find this sweet, sweet obelisk.



Possible Drops
Stout Imbued Staff of Explosion (Blueprint) (Damage 435, Value 2162)

Stout Tvenner Swords of Ensnaring (Blueprint) ( Damage 270, Value 2144)

Stout Clearmist Avenger of Repair (Damage 393 +5, Value 2136)

Stout Meson Cannon of Initiative (Blueprint) (Damage 42 +10, Value 2041)

Stout Mauler of Fortune (Blueprint) (Damage 435 +5, Value 1992)

Stout Surge Cannon of Repair (Blueprint) (Damage 64 +10, Value 2136)

Honed Broadsword of Explosion (Damage 346, Value 1032)

Honed Legguards of The Tempest (Armor 67, Value 1360)

Honed Pulse Rifle of Explosion (Damage 47, Value 1032)

Massive Auto Cannon

Focused BattleGrip Reticulation Pads of Calm (Blueprint) (Armor 64, Value 7941)



The narrow path on the other side of the door leads down a couple of levels, and then ends in a stream of sludge. Follow the flow of the sludge, being careful of the several Fallen Gods floating around.



Get out of the sludge and run up to an open area with a nearby item obelisk. Clear the waves, bust open any crystals and such for Bounty and health, then run down the opposite side of the area to the next path. You'll meet more Undead -- including several more Fallen Gods -- down here. You'll reach the next exit door in due time, with little else extra to look out for.



Another long gauntlet is on the other side, with a side path leading to a small bridge. Since it's just an overpass, there's nothing special to look for -- just continue straight ahead. A couple more fat man enemies are up ahead (or fat women? They both have "She" in their names...), so get rid of them, then turn left at the corner and keep going.




Do I smell bacon? Zap the fatties quickly before they can revive more minions.



Possible Drops
Massive Mobility Augment

Massive Sparring Warplates

Honed Gunslinger's Drawplate of Repair (Armor 64, Value 1224)

Honed Lamellar Breastplate of Supply

Honed Support Rifle of Speed Loading

Imperial Articulated Hand Cladding of Serenity (Blueprint) (Armor 99, Value 11675)

Refined Cannon of Ventilation

Stout Aesir Pistols of Cutting (Blueprint) (Damage 50 +40, Value 1992)

Stout Bodyplate Shoulders of Plasma (Blueprint) (Armor 76)

Stout Jotun Mobility Chassis of Savagery

Stout Shockplate Combat Gauntlets of Rage (Blueprint) (Armor 76, Value 2320)
Stout Stableshot Flexform Gloves of Plate (Blueprint (Armor 63, Value 1894)

Walkthrough: Helheim Pt. 2

Just head straight towards the glowing spark of light from the item obelisk up ahead. Clear the area, loot the obelisk, then turn left from it and head towards the exit door. Look for a side path up ahead that leads down to another Cyberspace well. Again, nothing too significant in that part of Cyberspace, but good for a few Rune drops. Continue towards the exit door.



Hey, it's another long, narrow path. After running through more crowds of enemies and turning a corner, you come upon another large room. It's large, but some the tall columns keep the spaces tight, so you can't retreat too effectively. In other words, prepare to die a few more times than usual. Be patient and clear out the enemies coming in, then head across the area and up the steps to the big steel gate.



Possible Drops
Pure Dreadnaught Cannon of Worth (Blueprint) (Damage 98 +5, Value 2840)
Pure Dragon Staves of Hypnosis (Blueprint) (Damage 470, Value 2960)
Pure Lore Cannon of Ensnaring (Blueprint) (Damage 89 +5, Value 2960)
Silver Laser Rifle of Overthrow (Damage 62, Value 1150)
Silver Staff of Deception (Damage 457 +5, Value 1380)
Silver Warstaff of Disruption (Damage 454, Value 1350)
Stout Shockplate Greaves of Toughness (Blueprint) (Armor 76, Value 2520)
Honed Beam Cannon of Anger
Honed Projected Helm of Toughness
Imperial Bodyplate Shoulders of Skuld (Blueprint) (Armor 110, Value 11675)
Refined Long Sword of Biting


Up to that big gray gate, and then it's almost boss time.

The next area after the gate is pretty quiet, so when you walk through half of it, a cut-scene starts and the big bad miniboss comes in to assault you.





MINIBOSS: GARM

GARM has multiple points of armor on its body, and you can hit them much easier with firearms. GARM won't stay in one place, though, as it will periodically jump over to another part of the arena, and more frequently fire a spread of its missile-like quills along the ground. As always, stay on your toes. If your health gets too low, start dodge-rolling over to the nearest red crystal and hope there's a Health Orb in one. When you cause enough damage and get a piece of armor down to the green layer of its damage meter, GARM will curl up on the floor temporarily, but will give you enough time to just stand still and really lay into it.


GARM's a cinch, but it may take a while to kill it, since you'll have to keep a fair distance in order to stay alive. But keep circling it and you'll find your "in."




Once GARM is down, head back the way you came, straight across to the exit door, or turn around and head to the item obelisk on the far side.

Possible Drops
Pure Jotun Mobility Chassis of Slashing (Blueprint) ( Armor 67, Value 2136)
Pure Lattice-Plate Greaves of Mutilation
Pure Shade Pistols of Breaching (Blueprint) (Damage 66 +40, Value 2520)
Proficient Serpent Staves of Elusion (Blueprint) (Damage 644, Value 11275)
Proficient Lattice-Plate Chestguard of Reinforcement (Blueprint) (Armor 100, Value 11100)
Focused Guardian Hammer of Initiative (Blueprint) (Damage 506, Value 8929)
Focused Landvaettir Sword of Striking (Blueprint) (Damage 352, Value 8088)
Silver Rumpguard of Plate
Silver Runic Brace of Swiftness (Armor 62, Value 750)
Stout Blood-Serpent of Bitterness (Blueprint) (Damage 414 +15, Value 2296)

Through the door is a series of tight and dim hallways, with enemies ambushing you at every stop along the way. As you run through these halls, beware of enemies hiding in dark corners off to the sides. Fallen Gods in particular love to stay hidden there and blast you from a distance. On the flip side, those hidden spots may have a red crystal with some Bounty or Health Orbs inside.


Take a deep breath, you're getting close. Beware of Fallen Gods, especially.

Eventually, you'll reach a small bridge at the end that leads to a lighted shaft. Clear out the final enemy wave and enter the shaft, and wait in the elevator until you're taken up -- way up -- to the top. From there, run up some steps and enter another large room for more fighting. At least this is straightforward: just run to the left around the corner until a short cut-scene plays, then down to the big silver door at the other end.

The next room is more of the same, but with a fat man running the show, too. In the middle, though, is another Cyberspace well, and this one is actually a bit significant.

Cyberspace

A nearby obelisk grants you the Fire ability, which you can use to toast the glowing purple vines that ensnare the trees. (You may have seen such vines in earlier spots of Cyberspace, so now you can go back to them when you want and burn the vines there. Burning the vines in this area unlocks the next exit door back in the real world, and the gate ahead of the trees leads to an item obelisk. Not bad at all!

Possible Drops
Silver Enhender of Savagery (Damage 488 +6, Value 1070)
Silver Maul of Poison (Damage 480, Value 1360)
Silver Wolf's Claw Implant of Composite (Armor 62, Value 1400)
(Cyberspace) Pure Synthweave Leggings of Slashing (Blueprint) (Armor 70, Value 2216)
(Cyberspace) Altruist's Articulated Hand Cladding (Blueprint) (Armor 158, Value 16500)


The Fire ability is crucial for completing certain Cyberspace areas in earlier dungeons.

Through the exit door is the final walkway up to Hel's chamber. After the cut-scene, chase Hel down the path and into the small room(s). The fight will then begin!



BOSS: Hel

This entire battle is more time-consuming than it should be. In this series of small rooms, Hel will send out small groups of Undead towards you. For the most part, you can ignore them, though defeating some may net you a Health Orb.

Focus on Hel's position, and get close to her to deal the best damage. If you can use a Ruiner, then that will probably freeze Hel in place temporarily, giving you a nice wide open window to attack. If you take too long to hit her, she'll focus a beam on you that constantly takes chunks of your health. So make sure she feels the hurt early and often. Damaging Hel enough will send her over to the next room, so head in there and repeat the process.


Don't get distracted by the enemies and don't lose track of Hel.

Once the second room is cleared out, Hel escapes outside again, teleporting up to a large round platform/arena in the center of the area. Run up there and face Hel for the second phase.

Fighting Hel in the arena works just the same here, though she tends to dart around the arena more often. She leaves a trail, so it's not hard to track her, but the wide space of the arena means you may well start running up to her, only to have her warp away once you get close. So this is where much of your time will be wasted. The other Undead along with her are even less of a threat, so again, don't worry about them much. Be patient, and keep chipping away at Hel's health.


Second verse, same as the first. Use level 1 Ruiners to freeze Hell in her tracks periodically.


After Hel is toast, you'll then have to run back through the small rooms and back outside until Baldur can escape. Enemies will continue to pop up and attack, but we won't judge you if you just run past all of them, making a mad dash out.




Our Baldur's been poisoned, but this is just about the end of the line anyway. Whew!

Endgame


The cut-scene will take Baldur back to Aesir, where you'll then be called back to the Feasting Hall. After heading to the hall and watching the credits roll, you will immediately go back to the Hall of Heroes in a new campaign with all of the items and progress you made with your character. You can either continue to play again, or just start over with a new character class. It's up to you. Congratulations! Complied with the help of my cheats user contributed walkthough.











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