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    FAQ/Walkthrough by Code Master

    Version: 1.0 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    
     
    
    NORSE BY NORSEWEST: THE LOST VIKINGS RETURN FAQ
    
    			Version 1.0 By CodeMaster
    
    This follow-up to the 16-bit Lost Vikings adventure picks up where it's
    predecessor left off and, in the proces, serves up some very
    interesting and expansive gameplay. This strategy will help you get
    through the each of the game's more challenging puzzles, the
    ones that would normally frustrate you to the point of donning a Viking
    helmet and charging your Saturn. 
    For the record, this guide assumes that you've played the game a couple
    of times and know the ropes as far as controlling the
    characters is concerned (i.e., if it says "move Olaf left" and there is
    only a small space through which to move.) Further, it assumes
    that you know which items are needed to exit each level; a good way to
    avoid any confusion is to pick up everything you find.
    
    HELPFUL HINTS
    
         Pick up everything! Anything that isn't bolted to the ground should
    be in your inventory. 
         Don't throw items away! If your health is low and you find some
    food, it might be tempting to ditch an item that doesn't
         appear to be doing anything for you. Don't do it! 
         Practice each Viking's moves; Erik, Baleog,Olaf,Scorch, and Fang
    all have some obvious moves and not-so-obvious moves. 
         For a list of passwords to this game, check my Saturn Tips A-M
    Page. It contains passwords for all the corresponding levels
         shown here. 
    
    CHARACTER MOVES
    
    BALEOG:
    Bionic Punch: Perfect for getting those hard-to-reach flip switches,
    punching baddies, and swinging (via pegs) from platform to
    platform.
    Sword Swipe: Nothing fancy, just Viking-style can o' whup-ass.
    
    ERIK:
    Bull Charge: Great for breaking away walls of crates or stones that are
    one deep.
    Rocket Boost Jump: You'll find that this is indispensable when it comes
    to those not-so-easy-to-reach spots
    
    OLAF:
    Shield Glide: Hold the big oaf's shield over his head as he falls and
    he'll glide as gracefully as a swan (almost).
    Fart: This guy's got class! The Fart is perfect for breaking away stone
    or crates in the ground and for getting just enough boost to
    glide across chasms.
    Shrink: Perfect for getting into those tight spaces.
    
    SCORCH:
    Fire: Self-explanatory. Toasts anything in it's path.
    Flying/Gliding: Similar in usefulness to Erik's Rocket Boost Jump.
    
    FANG:
    Climb: Great for scaling walls when everyone else appears to be
    earthbound.
    Attack: Wherewolf-style can of whup-ass.
    
    LEVEL STRATEGIES
    
    LEVEL 1: No puzzle he. Move all of your Vikings to the right past the
    witch.
    LEVEL 2: Move Olaf to the right and block the fireballs while everyone
    else goes down the ladder Go down and hold the shield
    overhead so your teammates can get past the dripping fire.
    LEVEL 3: The key to solving this level is in utilising Olaf's shield
    correctly. To get the necessary key, you'll have to place Erik on
    Olaf's shield and Super Jump up. In addition, Olaf shield is the key in
    protecting members of the team from the onslaught of
    fireballs.
    LEVEL 4: Erik's Bull Charge starts this one off and is followed by a
    seires of Bionic Arm grabs by Baleog. Use Olaf to hunt around
    in hard-to-see places for the necessary items to escape the level.
    LEVEL 5: The key to this level is the proper usage of Baleog and Erik.
    Make sure you get the immediatley accessible items in the
    water with Erik before you have Baleog swing over the chasm. After
    Baleog trips the door switch, dive in the water again with Erik to
    retrive the items you'll need to exit the level. Lastly, make sure you
    don't overlook the small passageway near the end of the level;
    this is one through which Olaf needs to go and grab the necessary key.
    LEVEL 6: The stumper in this level is finding out how to get the first
    key. The answer is to move Olaf, with the shield over his head,
    to the bottom right of the ladder. Then, move Baleog on to of the shield
    and use his bionic arm to grab the key. Once you've freed
    Fang, there's a small puzzle that involves him climbing the walls;
    you'll need to use this ability to grab the elevator required to bring
    your teammates up and exit the level. As always, Baleog is the offensive
    choice for any and all encounters you might have.
    LEVEL 7: After Erik has grabbed the first key, you need to give it to
    Olaf if you want to open the door and survive. Use his shield to
    black the fireballs coming from the other side. Once you've made it to
    the elevator and on your waydown, you need to watch for the
    fireballs; make sure Olaf is facing left with his shield in place to
    defend agsinst them. At the bottom, quickly switch between Erik
    (who needs to smash the wall in order to exit) and Fang (who needs to
    kill all the baddies.
    LEVEL 8: Again, your ability to quickly switch between characters is
    tested here. After Olaf has returned with the gold key and Erik
    and Baleog go down the ladder, use Erik to smash the wall and quickly
    switch to Baleog to dispatch the enemies. If you're too
    slow, both of them are dead. In addition, when you find the key that
    seems to be out of reach, you'll need to use Olaf as a blocker
    while Baleog comes up from behind and throws a bionic arm diagonally
    upward. Once you've got the key, move everyone to the exit.
    LEVEL 9: Since Scortch is introduced in this level, a key part of
    exiting is the use of his unique abilities. Once you've freed him, use
    him to kill the red dragon and the baddie; then fly directly up and grab
    the dragon's egg, which you'll need in order to exit. When you
    go through the first portal, make sure Olaf goes first with his shield
    ready; follow quickly with Scorch to kill the attacking baddies.
    Perhaps the biggest challenge in this level is learning to use the
    balancing platforms. As a rule, use whoever can jump (Scorch or
    Eric) as the variables in the balance equation and place the other two,
    one at a time, on the platforms in order to bring them up.
    LEVEL 10: The key to this level is the masterful use of Scorch. After
    Baleog is in place and Erik has retrieved the scroll and gone
    through the teleporter, use Scortch to fly directly above the bridge
    that Erik dropped. Go directly up, kill the wizard and push the
    block off the platform. Continue all the way down, then go up, then go
    to the left. The necessary door switch is all the way to the
    left, past the red dragon. Once this is done, the key needed for exiting
    will be waiting for Erik near the starting point of the level.
    LEVEL 11: The first problem here is figuring out how to unlock the first
    lock. You need to place Olaf with his shield overhead just
    under the lock, then climb up onto the shield and hit the lock. After
    you've gone through that door, you might be wondering where
    the red key is. After the first bridge is dropped and Erik moves over
    it, look directly overhead; there it is! Use Erik to grab it and
    unlock the door while Fang and Olaf take care of the Wizard. The key to
    getting past the "three Rock" scenario is the following: the
    1st and 3rd switches will provide safe passage for Erik if they are hit
    alternately. When you've made it through the rocks, swim up
    the other side of the canal with Erik and break the rocks blocking your
    path - don't hit the switch directly above the rocks; simply
    jump up and to the right. Use Fang to hit the switch; the bridge will
    drop and Erik will have plenty of room to run and crush the wall
    to the right.
    LEVEL 12: As in Level 11, one of the biggest problems here is providing
    safe passage through the rock puzzle. Here's the proper
    sequence: Hit the middle button 1st, the right switch 2nd, and the left
    switch 3rd. If you can't find the magic wand, try taking a look
    to the left as you ride the series of air streams upward; after the
    switch at the top is flipped, Olaf can go down to the next platform,
    shrink, go in, and grab the wand.
    LEVEL 13: The balancing platforms come into play again. The best way to
    get Baleog and Olaf on the platform on the right is as
    follows: Using Erik, jump onto the platform on the right, bring it down,
    then move Erik of and use him to jump on the left-hand
    balancing platform. After you used Erik to clear a path for the air
    streams, use Baleog to continue up and kill all the baddies. Once
    he's finished, Erik can come up and clear the way for Baleog; then bring
    Olaf up. Drop Olaf down first to corner the baddie, then
    send Baleog down to kill him and grab the items needed to exit.
    LEVEL 14: The most essential bit of strategy for this level involves
    placement of the bomb that Erik picks up under water. You can
    either place it on the crates directly across from the starting point,
    or on the crates to the right of the bottom of the elevator. DO
    NOT PUT THE BOMB AT THE BOTTOM OF THE ELEVATOR! Place it on the crates
    across from the starting point, move into the
    room, hit the switch and drop the block down. You'll have to go down and
    push the block to the right onto the spikes so Baleog can
    go safely over. The next challenges here are the balancing platforms. In
    order to successfully use them, you'll have to hang Baleog
    by the peg between two platforms, put Olaf on the left platform and Erik
    on the right platform. Then swing Baleog over to Erik's
    platform; then, you can fart off the platform with Olaf, go left, down
    the ladder, and push the block off to the right so it blocks the
    fireballs.
    LEVEL 15: Another new item comes to play here: the see-saw. You'll find
    that using this piece of equipment well is essential to
    beating the level. Getting Olaf to the top depends on your ability to
    place Olaf on the left side of the see-saw and use Baleog to
    swing and hit the right side of the see-saw, popping Olaf up into the
    air. Once airborn, all you need to do is guide Olaf to the left and
    grab onto the ladder. Once you've got everyone up there, you'll have to
    decide what the heck to do with them. Assuming that you've
    already used Erik to swim all the way over to the left and break apart
    all the crates on that side of the ship, you'll need everyone to
    move over there by jumping/farting/swinging across the chasm. Once,
    there, you'll need to move left over another chasm (the bottom
    of which is lined with spikes!). Use Baleog to hit all the red door
    switches, then send Olaf off to the right, gliding down into the room
    to the right of the flaming rope. That's where you'll get the
    hardest-to-find key.
    LEVEL 16: There are a lot of little nuisances in this level; but one,
    huge puzzle stands as the biggest obstical. How do you get the
    items out of the room where Erik steps on the pressure plate? First, you
    need to get Erik and Olaf over to that section of the level.
    Then you'll have to get the bomb and the key that are kept in the small
    room to the right of the chasm (you'll have to use Olaf to get
    them). Once you've gotten Olaf through the locked doors on the bottom
    right side of the chasm, take the elevator up, then bring Erik
    up out to the upper-left side of the chasm where the pressure plate is.
    Make sure he's stepping on it before you proceed with Olaf.
    Switch to Olaf, shrink down, walk all the way to the left (in front of
    the cannon) and place the bomb. As soon as it goes off and the
    crate is destroyed, run directly across the line to the left, run into
    the room, grab the itema and come back out. Glide down to the
    bottom right platform and follow with Erik before he gets killed by
    cannon balls.
    LEVEL 17: This is another level filled with brain teasers, but one in
    particular deserves some hard-core explaining; it involves the
    balancing platforms. In order to exit the level, you'll need to get
    Baleog all the way to the top of the screen. Here's a step-by-step on
    how to get there. Step #1: Position Olaf on the stationary platform on
    the right and Baleog to the bottom left of the balancing
    platform. Step #2: Use Scorch to bring the left balancing platform down,
    move Baleog onto it, move Scorch up. Step #3: Use Scorch
    to fly up to the right balancing platform down. Step #4: Move Olaf onto
    the platform with Scorch. Baleog should then be able to walk
    over to the left, hit the diving board and land right on top of the
    thick chain that Scorch can manipulate to bring him over to the
    pressure plate.
    LEVEL 18: As with the last, the key to this level is manipulating Baleog
    correctly. First, get him up to the mast level of the ship.
    How do you do this? Simple; all you have to do is manipulate the door
    switches so that (a) Fang can go up to the left and bring
    down the elevator and (b) Olaf can go up the same way and fart on the
    necessary crates to clear the way for Baleog. Once he's up
    there, you simply need to put him on top of Olaf's shield so he can hit
    the necessary door switch with his arm.
    LEVEL 19: There are a lot of puzzles in this level, but one deserves
    explanation because it's deceptively easy. All you need to do in
    order to get that elusive key is the following: Move Erik to the
    upper-right corner of the level onto the pressure plate, move Scorch up
    to theleft of Erik to activate the other pressure plate that drops a
    stone beneath the key. Then use Baleog to go up the elevator,
    walk over onto the stone and reach up to grab the key.
    LEVEL 20: There are two fundamental challenges here. The first is
    getting access to the bouncing platforms. To do this, you simply
    need to take Olaf to the second platform over from the starting screen
    and have him glide off and down to the left. Shrink him down,
    go into the teleporter, and you'll be beamed up on top of some stones.
    Fart on them to come down and push the block off to the
    right. This opens up the bouncing platforms for all three. The second
    challenge is exiting the level with the balancing platforms.
    Once you reach this room, remember to keep Baleog from dropping down to
    the ground; if he falls, you won't be able to counter-
    balance Olaf up on the left platform. Once Olaf is on the other side,
    standing on the pressure plate, bring Baleog down to the left
    platfoem, counterbalance him with Erik and you're all set.
    LEVEL 21: In order to reach the final area of the game you've got to do
    the following: Take the air stream up with Erik and hit the
    switch. Switch to Olaf and take him up the air stream; fart on the
    bricks when you reach the top. Bring Baleog up to the switch to
    the far right. Switch to Olaf, shrink down, grab the bomb and give it to
    Erik. Next, bring Erik down and blow up the wall to the right;
    as this happens, be sure you've got Olaf pushing right on the block in
    front of him to block the obstical coming down.
    LEVEL 22: The various moves needed to bring each character into this
    level's later realms are sure to baffle even the most experi-
    enced player, so here are some sure-fire pointers. Once you've crossed
    the bed of spikes with Baleog and hit the necessary
    switches, you need to get back across the bed and back in the
    teleporter. The catch is that you'll need Olaf's help; he'll have to
    shrink down and find his way to the balancing platforms where you'll
    need to raise yourself up.
    LEVEL 23: After swinging across three consecutive pegs with Baleog,
    chances are that you've gone ahead with Fang and Erik and
    tried to finish the level to no avail. You've got to get Baleog up to
    the top of the screen and here's how you do it: After you've gone
    past the three pegs (with the moving platform on the ground), you must
    take the air stream up (with Erik) to the next platform (below
    the teleporter skull). Move Erik left, over the poisonous plant and onto
    the elevator. Bring it down and pick Baleog up.
    LEVEL 24: So you've gone down the fiery cavern and made it to the
    balancing platforms but you don't know what to do. Get Baleog
    on the left side and Erik and Olaf on the right; then use Baleogs arm to
    reach up and grab the bomb. Give it to Olaf to use on the
    wall to the left. Then, using Olaf, go join Erik in the next room;
    bounce him up next to the bridge. Then hit the red switch that will
    lower the bridge, allowing Erik plenty of room to hit the wall on the
    right.
    LEVEL 25: Torch distribution is generally a problem; particulary in this
    level, since there are two very dark places and only one
    torch. I've found that the best thing to do is to give the torch to Erik
    first. Let fang climb the walls and go to the right until he goes
    into complete darkness. Let him walk for a second until you hear a
    "click", then switch to Erik; you'll find that you can go down into
    the water, come back up, kill the gorrila and let Scorch in through the
    passage that was opened by Fang. As you progress to the
    right, you'll find Fang unharmed.
    LEVEL 26: As the game draws to a close, intricate timing becomes more
    and more important. Level 26 has two prime examples of
    this. The first occurs after Baleog and Erik come down the elevator and
    free Olaf. The see-saw like thing on the bottom requires
    perfect timing. The best thing is to put Olaf on the right side of the
    thing and drop Baleog down on the left. Once airborne, you'll
    need to dodge the fireballs and guide yourself to the item-filled
    cavern. The second instance where precise timing is required comes
    after this, with the tea-cups surrounded by lightning. Unfortunately,
    the only sure-fire way to manage this is a gentle finger on the
    D-pad and an even gentler finger on the jump button.
    LEVEL 27: This time around, you not only have to control your guys with
    intricate timing, but you've also got to deal with what is the
    most brain-busting puzzle. Here's the problem: You need to send two
    Vikings up the ari shaft without getting shocked. At the same
    time, though, you need someone down below controlling the electricity
    flow near the balancing platforms. Send Erik and Olaf up the
    air shaft and use Fang (once he's turned on the air shaft) to keep watch
    on the balancing platforms.
    LEVEL 28: All right, time to cut to the chase. You're not getting
    anywhere unless you know how to get your guys down into the
    thick of this level. You've got to counterbalance Baleog so he can go
    off into the air shaft first (this is the only way he can go). Get
    him over to the right side, put him and Olaf in so they're even, then
    jump in with Olaf. Walk Baleog immediately off to the right. Once
    everyone's down, remember to use Olaf's shield for a running surface so
    Erik can break that hard-to-reach wall.
    LEVEL 29: Yet another expansive and very demanding level. This demands
    perfect control of all your characters. And I mean
    PERFECT! To start off, you'll need to get Scorch over to the right
    switch. Then use Erik to explore the area, have him get the goods
    and exit.
    LEVEL 30: Olaf takes the left, Scorch takes the center, and Fang takes
    the right. The next-to-last level is nothing if not big. The key
    to success in this one is the following: You need to take Scorch through
    the center portal and do bvattle with the (under?) boss. In
    order to beat him, you must kill the baddies at the bottom of the screen
    and collect the bombs they leave behind. Then go to the top
    of the screen, and drop the bombs on the boss as he rises to chase after
    you; you'll have to do it so the bombs deflect his path into
    the electric current. Once he hits the current, he'll give up the key
    which is absolutely vital to finishing the level.
    LEVEL 31: The perfect end for such a huge and complex game. Start it off
    woth Olaf versus the Boss. Collect a bomb from him by
    hitting the fire switch on the left. Then quickly shrink down, walk
    across the blue platform and return to normal size. As he begins to
    ascend up the chasm to your right, quickly jump across and drop the bomb
    on his head; this will divert his path to the right. Quickly
    move to the right and hit the fire switch so he runs into it and collect
    the key he drops. The other boss encounter worthy of
    explanation is when Fang and Scorchare stuck undernesth the two blocks
    and it appears that they'll be crushed. You need to run
    up with Olaf, have him shrink down and hand something important to
    either of the two...