*****************
*HEIMDALL 2*
*****************

Plataform: PC, Amiga, CD32 (but controls refered are for PC)
FAQ/Walkthrough written by parapam at 8/31/09
All rights reserved.
Only www.gamefaqs.com has my permission to post this. Any other media caught
hosting this guide without my written consent is in violation of copyright laws
and will be prosecuted to the full extent of the laws.


1. Introduction
2. Differences between versions
3. Story
4. Instructions
5. Walkthrough
5.1 Midgard
5.2 Utgard
5.3 Her Ker'yn
5.4 Tal Ker'yn
5.5 Niflheim
5.6 Sho Ker'yn
6. Bugs and curiosities
7. Magic
7.1 Runes
7.2 Spells (under construction)


1. Introduction
---------------------------

I played Heimdall 2 by the year 1994. I still had my very first PC (486 DX
33 Mhz, 4 mb RAM, 400 mb HD, that was a killing machine!) and it wanted games
to be played! At this time there were lots of videogames collectable fascicles.
One of them was "Maxgames" (or so I think). It was announced on TV and I gave
it a try.

One of the games was Heimdall 2. It wasn't as popular as others like
Indiana Jones and The Last Crusade or Street Fighter 2, but it didn't matter
at the time. It was a decent game, with good cartonish graphics and excelent
nordic atmosphere.

Besides I couldn't finish it. I got stuck and I didn't have any guide to
continue playing. I couldn't finish it until nowadays, when I download it
via "abandonware" (sadly I don't have a floppy disk unit anymore) and
tried again, this time with good results.

So that's why I'm writing this. I want people not to forget about this
game and help any player who got stuck at some point to finally end it.

If you know something that is wrong or incomplete please send me an
email to [email protected].


2. Differences between versions
---------------------------------------------

Heimdall 2 was originally designed for Amiga, but this guide is made upon
the MS-DoS version. There are also CD versions, with improved
soundtrack.

LANGUAGES

In the Amiga we can choose between English, German, French and Italian.
The PC version adds Spanish and a one-line joke Norse ("Don't be silly").

MUSIC

The floppy disk Amiga has a different theme for the intro and menu than
the PC. The map theme is also different.

The PC version has a single theme for almost the entire game (two counting
the map screen). The Amiga doesn't have music during gameplay
(except the map music). Instead you hear different background sounds.

The Amiga CD32 and PC CD-ROM versions include CD soundtrack of much better
quality.

DISKS

For the PC version is enought to install the two floppy disks in the
Hard Drive, but the Amiga will often ask for a different disk, sometimes
in annoying moments like when changing from character during a hard
battle.

CHARACTER STATS

Probably the most notable difference lays within the stats. The Amiga
has more stats, as well as the CD32. But they simplified it for the PC.

- "Strenght" and "Dexterity" don't appear in the PC. The meaning of those
was not clear anyway, as "Strenght" seems pointless having "Attack Skill",
and "Dexterity" doesn't makes you to move or attack faster.

- "Battle Magic", "Spirit Magic" and "Task Magic" are summed up as
"Runelore" in PC. The Amiga version seems to make it different for the
three kinds of magic.

The spells that raise the stats also work different, as described
in the spell's section.

The rune scrolls have different colours in the Amiga/CD32, but it's not
related with the kind of magic (per example, both Fire Bolt and
Heal are green).

The character of Ursha starts with different stats in the Amiga and PC
versions. Both Heimdall and Ursha have a slightly different inventory
at the beginning.

About rising the stats, it's important to notice that meanwhile in PC
all stats raise by fighting enemies, in Amiga/CD32 only the stats being
"used" will grow. Per example, if you always fight hand-to-hand, the
Attact Skill will improve (among Strenght, Dexterity and others), but
the magic skills won't.

GAMEPLAY

Changing from Heimdall to Ursha (or the other way around) in Amiga
takes a few seconds, includying a black loading screen and sometimes
even needing to change disk. So, it may not always be a good idea to
change in order to save the wounded character.

In the Amiga version if you try to cast a spell with wrong runes (or
better said, an inexisting spell) you won't "fail" and waste mana. It
simply does nothing, you can't use it.

In the Amiga version The character's icons in the upper left corner change
when the characters lose health. Also when they are poisoned they get
green. In the PC version the health bar turns green instead.

In the Amiga version a bar showing the enemy's health is displayed in the
bottom-left corner. This bar doesn't appear in CD32 or PC.

There are other small differences, like some scrolls interchanged,
different graphics for enemies, a different number of enemies spawning in
a screen, or just colour changes.

As said this guide focus on the PC version so the particularities of the
other versions won't be always described.

SAVING THE GAME

The PC version allows the player to save at any point of the game in one
of the four slots, and when loading the game will be restored at the
same point that it was saved.

The Amiga version works quite similar to the PC one, just with
different icons in the inventory, and requiring a formatted game disk
to save and load.

The CD32 introduced an infamous new saving system. The player can't save
from the start, it's needed to obtain a "restart book" to be able to
save. This book appears in the Hall of World after completing a world
(normally getting a piece of the amulet and the talisman to the next
world). By loading the game you always appear in the Hall of Worlds.

This idea was thought to add a bit more of challenge but it's quite
bugged. Once you've completed the first world and got the "restart book"
a book will always appear in the same place whenever you load the game,
so you can always save.

However by doing so the game doesn't keep your progress nor your key
items, you need the next "restart book" for that. But still it
does keep the rest of your inventory, like potions and arrows. Per
example you can collect an unlimited number of bows and arrows from the
first area by saving and loading.

Another side effect is the loss of the talisman from the world you've
completed, making revisiting impossible.


3. Story
--------------------
First at all, let's introduce yourself: You play as Heimdall, son of Odin,
guardian of the Asgard gods and the main character of the first Heimdall
videogame, in wich you were the one who retrieved the three stolen weapons
by Loki (Thor's Hammer, Odin's Sword and Freyr's Lance). Loki was stripped
of some of his power for his treason to the others gods, so he was able
to walk freely on the Earth. Here, his Hakrats warriors ravaged the lands
of Midgard and Utgard in revenge against the Asgard gods who exiled him.

Odin and the others discussed what action shall be done to stop Loki once and
forever, because if they simple defeated him, he will return. Odin has
knowledge of an amulet with enought power to imprison a god. The amulet itself
was shattered into four pieces by Odin for the protection of the gods, and
each piece was sent by differents portals. The parts are atracted to Ro'Gelds,
shrines of magic energy presents in the mortal lands. One mortal was needed to
seek the amulet. Baldur was the first choice, but he was directed to a trap
by Loki and claimed by Hela, the ruler of Niflheim (aka the realm of deads).

The gods still thought that the amulet was the best option, so this time they
choose one god who had enought experience as a mortal: Heimdall. But to help
him, they looked for a Valkyrie, who also worked next to the Earth. The
chosen one was the young Ursha. And this is how Heimdall walked again in the
land of Midgar as a mortal...


4. Instructions
-------------------------------
You move with the arrow keys, attack with the 'A' key or right-click, defend
with your shield with 'D' or left-click, use throwing weapon/bow with
'space bar' and use objects with 'Enter'.

You can play with Heimdall and Ursha. Their icons are in the upper-left part
of the screen. The character currently selected is bright and the other is
in dark. You can change anytime to the other character by clicking in the
dark one or pressing F1 (Heimdall) or F2 (Ursha). Actually the game doesn't
need at all both characters, but it can help you to survive if you change
quickly of character when you are being attacked hardly. Each character have
separated health, mana, inventories and levels. You can trade items with
one to the other at anytime, what makes you able to carry more items.

If you make click to the green bag next to your characters picture, you'll
access the inventory. You have 6 categories: Weapons (used with 'A'),
armour, thrown weapon (used with 'space bar'), miscellaneous such as food
and key items (used with 'Enter', but note that you can also place it as
throwing weapons), holy simbols (not so common, but needed to complete
certain tasks. In the CD32 version you can also equipe them like
with miscellaneous items) and talismans (grant you access to new portals).
You can examine, try to eat or drop the items from your inventory. Also,
you can save or load game and see your current character stats. Stats and
objects are different for each character at the begining of the game, and
they also differ between the PC and Amiga/CD32 versions:

(NOTE: Stats marked with "+" are only present in the Amiga/CD32 versions,
and numbers in brackets are for the Amiga/CD32 versions).

HEIMDALL

Health: 34
Mana: 10
Luck: 11
Attack skill: 8
Defend skill: 9
Throw skill: 9
Runelore: 10
+ Strenght: 8
+ Dexterity: 6
+ Battle Magic: 12
+ Spirit Magic: 10
+ Task Magic: 11


- Items: Shortsword, longbow, 10 arrows (20 in Amiga) and
        Midgard Talisman.

* Shortsword: The most basic type of sword.
* Longbow: Capable of seriously annoying your opponent.
* Arrow: Makes your foe into a pin cushion.
* Midgard Talisman: This talisman opens the portal to Midgard.

URSHA

Healt: 34
Mana: 5
Luck: 7 (5)
Attack skill: 12 (11)
Defend skill: 10
Throw skill: 13 (10)
Runelore: 7
+ Strenght: 12
+ Dexterity: 13
+ Battle Magic: 6
+ Spirit Magic: 9
+ Task Magic: 6

- Items: 2 chicken pieces, small loaf of bread (4 in Amiga) and
        water flask.

* Chicken piece: Very good for energy replenishment. Restores 12 HP.
* Small loaf: A simply loaf of bread. Restores 3 HP.
* Water flask: As far as flasks go it's quite a nice one. Can be filled
with water to heal 3 HP.

"Luck" stat determines the chances of getting an item after killing an enemy.

"Runelore" has something to do about the chances of casting succesfully a
spell. When more mana is required by a spell, more runelore will be needed
to cast it. It seems like a mix between the Amiga Battle, Spirit and Task
Magic, now all together instead of having different skills depending on the
kind of magic.

As for the Amiga "Strenght" and "Dexterity" they don't seem to change
anything. "Strenght" must be closely tied to Attack Skill, and I
couldn't find any difference between low and high dexterity.

Don't worry about the Longbow, you'll find one at the first screen of the game
with some arrows.

Also you don't need to be carrying the talisman with your
current character to open the portal. It will be opened with Ursha despite
being in Hemdall inventory.

You can't use your standar attack without a weapon and you only have a
shortsword, so give it to the character you want to play with first.

Remember that in order to "equip" weapons, they have to be placed
in the lower icon with the shape of a sword. You'll need to do the same for
armours, throwing weapons and miscellaneous items.

And that's all about inventory. Click on the red X to return to the game.

The next icon is the amount of gold that you already have. You start with
10 pieces of gold and you can't have more than 999 pieces.
Gold can be used at shops to buy things like weapons, magic scrolls and
food to heal.

Next icon has a sword and a orange arrow. That means that your throw
attack ('space bar') will be the throwing weapons currently selected. If you
click on the icon it will change to a bolt, with means that with 'space bar'
you will cast the spell selected.

The last icon is for runes. Press it and you'll see the runes that you have.
Each spell has a combination of runes that you'll find in scrolls and
rune books.

You start with three runes but most spells will need new runes to
be found before being cast. The three runes are: something like 'n', something
like 'B' and something like 'y' (with three branches). Spells have four runes
as limit, and you can record up to four spells. To erase them press the icon
from the right with a green rune begind a X. The bolt will cast the spell
inmediatly, but if you go back the spell currently selected will be accesible
from the main screen by simply clicking on it or changing the "throw mode"
for "spell" (see last paragraph).

That big, tangled and coloured thing at the top right corner is the Ro'Geld
indicator. Ro'Gelds are magic shrines and the pieces of the amulets are
attracted to them. In other words: your objetive is to go to the Ro'Gelds
in order to retrieve the pieces of the amulet. Also, when you get closer
to a Ro'Geld magic will be cheaper! The colours are: Black (far distance),
blue, red and purple (very close distance).

The last two things in the game screen are the red bar and the blue one,
what are our health and mana. Watch out with health: when if reaches 0, the
character will be dead, and you won't be able to resurrect him/her until
the second half of the game.


5. - Walkthought
------------------------------------------------

5.1 Midgar

HALL OF WORLDS

You start at the Hall of Worlds. You'll see some "skull gates" but you can't go
through yet. Pick up the bow with the arrows and give it to Ursha,
because Heimdall has one already (right click on the inventory to separate
object when you have more than one). You can fill Ursha flask with the water
font. Go to the third gate from the bottom line and you will notice that a dark
portal appears. That means that you have the right talisman to go though, so
enter it.


MIDGAR - Rurik's Village

Now you are at Midgard, land of humans. You can go back to the Hall of Worlds
at any time by returning to this screen and passing the dark portal. Now you
can exit the island by going to the right side and explore the entire land, but
I'll suggest to visit first your current island. Do you see the two stones
from the screen? If you use them ('Enter' key) they say "Hit me". You must hit
them with your bow. To use the bow you must equip the bow as your "throw
weapon" and the arrows as your "miscellany item". Once done, put yourself
in front of the stones and hit them. The green one will summon a Hakrat and
the yellow one will make a "magic bridge" to appear to let you continue.

It's highly recommended to kill ALL ENEMIES. That allows you to rise up your
level and be stronger, so let's begin with it. Hit the green stone with your
bow and kill that monster. Arrows can be recovered almost all times. Hakrats
can use their clubs when there are next to you, but also can use their bows if
you are far. Just go next to him and press the attack key until he dies. Now
hit the yellow stone with your bow and follow the magic bridge to the next
screen.

The old guy in front of the bridge won't allow us to pass. We "may" be from the
rival village and they can't afford to take the chances. Nevermind, just take
your first rune scroll, jump to the cave at the edge of your island and enter
it.

* Rune scroll: Lesser heal. This spells heals the minor wounds of one
characters. You have all the runes to cast this spell.

(Note: You don't need to keep the scrolls to cast the spells. Once you remember
it, you can drop or sell it)

The cave has skulls moving from one side to other of the slides and you have to
avoid being hit by them. Actually they don't hurt you, but you'll be
teleported to the beginning. This can be very annoying. Simply wait in front of
each of the obstacles (remember that you can stop your character by using your
shield with 'D' or left-clicking with the mouse) and walk ahead. Pass the three
skulls and go outside.

Here you can pick up a mana potion. You can't go through the wood bridge
'cause of the old guy, and when that conflict will be resolved you won't have
any reason to go through it. Go down the stairs to the little boat and you'll
be taken to the main village.

* (Blue) Flask: This potion will restore all your mana.

NOTE: For some reason in the Amiga version the colours are changed: grey-blue
flasks are for health, and brown-red for mana.

You see two buildings at your current screen. The left one has a big door but
is innaccesible. You'll notice others huts that only exist for decoration.
Anyway, get the chicken and go to the small building at the
right. Next to it there are a bag with 34 gold coins and a rune scroll.

* Rune scroll: Fire bolt. This casts a bolt of fire in the direction the
caster is facing. You CAN'T use this spell yet, you don't have any of the
two runes needed.

Enter the house and you'll notice that is some kind of storage. In the floor,
take your first adquired rune (something like an "F") and the 10 throwing
axes. In front of your starting position in this house there are a few boxes.
Go next to them and press use key ('Enter'). A box will be opened, revealing
a circlet, your first "key item". Press use again to take it and exit the
house.

*Throwing axe: Like a hand axe but you can hit people from a distance.
*Circlet: This piece of jewellery seems very old. It has the words
"Clan Rurik" inscribed on it.

Follow the path that goes up the screen. In the next screen you'll face 4
Hakrats warriors. Note: When I say 4 I never mean that you'll be attacked by
4 at the same time, but that it will respawn 3 times. You kill one and the
second will appear. Ussually you won't be attacked by more than 1 enemy.
Once the four are killed, none will appear again. I again suggest you to
kill all of them to gain experience.

You'll see some arrows in the floors and another rune: something like a "S",
one of the two needed to cast Fire Blast!

Enter the house and you'll discover the Midgard Shop. At the right you have
three piles of items: one for weapons, one for food and one for magic
(actually only health and mana potions). The old man from the left is to
sell your items that you don't want. You can buy a main weapon for the other
character, but you'll find another shortsword soon at the king castle, and
probably you can't afford it yet. New items in the shops include the hand
axe, throwing dagger and health potion.

* Hand axe: A standard one handed axe.
* Throwing dagger: Like a fighting dagger but balanced so that you can throw
it.
* (Red) Flask: This potion will restore your health.

Note: The prize of the items is for only one item, not for all of the group.
Per example: The 6 health potions available cost you 30 each one, so if you
can't afford the 6 at one, you can divide them by right-clicking on the health
potions and buy one for 30 of gold.

To buy one item, just left-click on it and give it to one of your characters.
The gold will be discounted from your account.

Now, exit the shop and go back to the screen with the two houses. Here go left
and you'll arrive to a screen with frozen stairs. Go up and enter the
building. You'll encounter the Chieftain of the Village, who tell you that the
Eadrick's Village is allied with the Hakrats and ask you to help him in the
war.

Not much to help him right now. Go back, walk down the frozen stairs and
return to the screen with the two buildings. Here get the little boat that
brought you here and you'll be in the screen of the Land of Midgar. You are
in the Viking Ship and you move to each island by clicking on it. Go to the
island with three buildings, Eadrick's Village, to resolve the conflict
with between Eadrick's and Rurik's once at all.


MIDGARD - Eadrick's Village

SAVE GAME. Here we'll going to fight with stronger Hakrats, we'll have to heal
often and if we lose one of the characters we can't resurrect him right now.
Also we're going to rise up our level, and each time this happen, our health
and mana will be restored. Go up the stairs in front of you and kill that
Hakrat. There is a rune scroll in the floor.

* Rune scroll: PF posion. This give temporary protection from poison. You CAN'T
use this spell yet, you miss that "P" like rune.

Go throught the stone gate and you'll arrive to the village (well, at least it
has one building). Walk down the stais and take the daggers, 31 of gold and
the mana potion. Enter the building and you'll notice that is a tavern.

The people here we'll tell you some interesting thinks, like that Eadrick
people believe that was Rurik who bringed the Hakrats, and also you'll hear
that the king's son is missing. If you played the first Heimdall, you'll
recognize the game that is being played with the axe thrower and the blond
girl in the upper corner. Not much to do here really, but you can take the
wine bottle from the bar.

* Wine bottle: A simple wine, popular amongst humans. Restores 3 HP.

Exit the tavern and follow the upper path. You'll arrive to another building,
surrounded by a total of 4 Hakrats that are A LOT stronger than the one you
fight before.

You'll gain a few more levels here, but prepare to heal after the fights.
Take the arrows from the floor and watch out for the wine bottle: It looks
exactly like the one you have, but if you examine it the description is
different and the effect can kill you!

* Wine botle: This is a strangly smelling wine. It can leave you with 1 HP and
poisoned OR it can restore ALL your health and leave you poisoned. The
choice is at your hands.

Enter the left building (you can't actually enter the right one). You'll be in
a room with lot of gold, but you can't take any. The only things that you can
get here are a new rune (something like "<") and a new rune scroll, the
usefull "Heal" spell.

* Rune scroll: Heal. This spel heals the wounds of one character.

(Note: If your inventory is full, you can drop items, sell them in a shop or
give the useless ones to the other character)

Go left and open (with use - 'Enter') the three boxes from the left. They are
full of gold, and this time you can get it! They have 29, 39 and 41 of gold
respectively. Go up the stairs, walk across the bridge and meet the Eadrick
Chieftain.

He says that he can only trust people from his clan. Go to your inventory
and put the circlet from the Rurik's Village as the "use" item. Next, get
close to the chieftain and press enter to use the item. You'll give him
the circlet as a sign of peace and you'll receive a letter to Rurik.

* Letter: The letter reads: "Rurik, we must fight side by side to defeat the
Hakrats. Your old comrade in arms, Eadric".


MIDGARD - Rurik's Village

Now you know what to do. Go all the way back to your ship and return to the
Rurik's Village. Enter again the cave and pass the skulls. Take the ship and go
left to the chieftain house. Get close to him to tell that you have a letter
from Eadrik. He'll allow you to go up the stairs to give the letter to him (to
do so, put the letter as your "use" item like before). Pleased by your help,
he'll give you a pass to enter the king castle.

Actually he wants you to discover who was the one who wanted the Rurik's and
the Eadricks to fight each other, and suggest you to investigate the king's
son dissapearance. Go back to your ship and continue to the King's Castle.

Note: Remember that old guy that stopped you from using the bridge? He has
dissapeared right now!

* Entry pass: "This permit allows the bearer access to the King's Castle"


MIDGARD - King's Castle

Give the entry pass to the man stading outside and he'll grant you access
(forget the bread if you want, your inventory is small and only restores 3 HP).
Take the daggers and turn left. Forget that misterious paint by now, get the
37 of gold and enter the garden.

Here you'll find a health potion and a shortsword like the one you have
from the start. You can sell it or give it to your secondary character.

Talk with the queen and she'll tell you about that misterious new
advisor of the king, and suggest you about talking with the servants
for info.

Go back to the main entrance and this time go straight on. You'll see the king
with his advisor, who says than they suspect that the king's brother is behind
the son's kidnapping. Take the wine from the table (another of that "live or
death wines"). If you have two of this wines, and the first one drain your
health, you have lots of chances than the second one will restore your health
at full.

Return to the main hall and go right. A guard will be guarding a stair to the
basement, and he'll be very annoying becase everytime you pass the corridor
he'll tell you his speech.

Go left to the kitchen and talk to the woman up the stairs. It seems that
there are strange creatures at night, and she tells you to go throught that
misterious painting in the corridor to the king's chamber. There you'll find
something to show to the guard of the basement. Before exiting this room,
don't forget the mana potion and the beer from the shelves.

* Beer: Nectar of the gods, Milk from Heaven, Headache from Hell.
Restores 3 HP.

Return to the main hall and turn left again. "Use" the painting and thanks to
the service woman (you can't do this before talking with her), it will reveal
a secret passage that termine in the king's chamber. Here you'll see a book
next to the table to your right: get it, it's a rune book (three scrolls in
one!).

Push the bulge on the bottom right bedpost and a secret compartment will be
opened right the bed. It contains a signed ring, and it will be enought to
bring you access to the dungeon.

* Rune book: - Mass Lesser Heal. This heals the minor wounds of both
              characters.
            - Lighting bolt. This cast a bolt of lighting in the direction
              the caster is facing.
            - PF Magic. This gives temporary protecion from magic.

* Signed ring: The inscription reads: "With my blessings".

Go to the main hall and right to read another time the speech of the guard.
Give him the signed ring and he'll allow you to pass at last. In the basement
you'll face a strong Hakrat. You can just kill him as usual, but do you see
the door he's facing? It's all arranged. You just need to shoot an arrow to
that door. He'll follow it and die.

Here you'll find out that the king's son and brother are being captive. The
brother gives you a letter. You must give it to the king. Forget about going
straight to the room next to the jail, at least bi without saving before. It's
funny to see a wave of blood coming out after you enter but it'll kill you.
Get the water flask in the lower right corner. It always can heal you in the
Hall of Worlds. Then return to see the king and put end to this.

* Letter: The letter reads: "My brother, your advisor is holding us as
prisioners in your dungeon. Please help. Snorri".

Give the letter to the king (you must do this from his side) and voilá! The
advisor will disappear. Upstairs, the barrier blocking the Midgar Ro'Geld (the
magic shrine that atract the pieces of the amulet) has dissapeared with the
advisor and you'll able to get the first piece of the amulet.

Enter it. You'll see a face in the wall throwing fire balls, three holes in the
right wall and a magic barrier blocking the way. You figure what to do, don't
you? You need to shoots arrows to the three holes at the right, so equip the
bow with arrows and make it. If you stay close to the border the fire columns
won't hurt you (in the CD32 version it still does, so make it fast and use
healing spells/potions) and you'll be able to shoot quickly. Once is done,
the face will stop the fire and the magic barrier will dissapear.

In the next room, get the arrows and walk around the statue. The first piece
of the amulet will appear and can be finally picked up. It appears in a square
at your inventory, in the upper-right corner. Note that despite the amulet
doesn't take up space in your inventory, if you don't have free space on
miscellaneous, you can't pick it up.

Now, what to do? We have the amulet, we only need the talisman to enter the
land of Utgart to get the next part of the amulet.


MIDGARD - Fisherman's hut

Kill the 6 Hakrats and take the rune (something like an "up arrow"). Enter
the house, take the 141 of gold, another rune (this time seem a "P") and
the throwing daggers next to the wardrobe.

Open the wardrobe (with 'enter') and you'll free the fisherman. He says
that her daughter have been kidnapped by the Hakrats, who plains to
sacrifice her in the Loki's Shrine to raise his power. He also gives you
the Thor Holy Simbol to enter the shrine and free her.

* Thor's Symbol: This is the Symbol that represent's Thor power over natural
elements.

This will allow you to pass the portal of the Loki's Shrine. Without
it, the portal will simply drain your health to death. Also, it reduces the
mana cost and raises the efficacy of lighting-based spells.

Once you have what you need, go back to your ship and set course to Loki's
Shrine (yeah, that giant statue).


MIDGARD - Loki's Shrine

Take the chicken at the top of the stairs and enter the shrine. You'll see the
portal in front of you but first "use" the water fountain at the right corner.
A plataform will rise from your feet, allowing you to get the rune scroll
"Mass Heal".

* Rune scroll: Mass Heal. This spell allows you to heal both characters at one.

Now you have to touch the portal. Like the fisherman said, it works different
for mans and womans, so if you are playing with Heimdall, you have to pass when
the portal is blue; and if you are playing as Ursha, you must touch it when
it's orange. The character to be teleported MUST have the Thor's Symbol at the
moment, so ensure yourself that the character you are plaing with is the one
who carry the symbol. You'll be teleported to the higher path so continue
to next room.

Kill 5 Hakrats and walk up the stairs. In this room jump down the edge and if
you want, get the arrows from the spikes (only 10 arrows that you'll probable
won't need, but the spikes don't hurt so much). Once you get the arrows, you
can push that block overhanging at the left of the wall. A rune book will
appear at the center of the spikes.

* Rune book: - Slow enemy: This spell slows down any enemy in the room...
            - Shield I: This provides some protection from damage for a short
              period of time...
            - Cure poison: This removes poison from one character.

You can even push once more the block after picking up the Rune book. This
makes a more interesting reward will appear.

* Sigil Blade: A simple but effective weapon mainly used to multilate ones
opponent.

Continue to next room and you'll find the fisherman daughter.

Get close to her and she'll give you a new talisman and probably enought
experience to gain a level! Also don't miss the gold and the rune (another "F"
like rune but slighly different, and this time blue).

* Utgard 1 Talisman: This talisman open the first portal to Utgard.

Go back to your ship (get close to the right at the "spikes room" to reveal a
plataform to elevate you) and return to Rurik's Village. Enter the dark bone
gate at your right and you'll be back at the Hall of Worlds.

In the CD32 version you would find the first "restart book" just in front
of the portal. You can finally save, but be careful when loading, you will
lose Midgard's Talisman, so make sure you have everything from there.


5.2 Utgard

HALL OF WORLDS

You can use your water flask in the water font to heal if you need. Now
the gate down to the font, at left from the Midgard Gate, will be accesible.
Get close and a dark portal will apear from the bone gate. Enter it to go to
Utgard, land of dwarfs and giants!


UTGARD - Dwarven Isle

You'll be in a dark forest. In front of you there is a bag with 35 gold coins.
At your right there are some stones and a strange circle of fire. If you try to
drop items there, they be lost forever. Don't lose your talisman or you won't
return back. But don't worry, even if you do so, you can buy another one at the
shop. Take the rune scroll of "Disintegrate" and continue to next screen. We'll
come back very soon.

* Rune scroll: Disintegrate. Turns a foe to dust. We can't use it yet.

You'll enconter a pile of corpses from dwafs, giants and Katrats (actually only
one Katrat) with lots of arrows. Some of them are able to pick up and be used.
See that white-bearded little man in front of you? He's upon a blood pool. Get
close to him and he'll talk to you a little. He invites you to continue the
conversation in the Half-World. Anyway, the castle's dwarf won't let us to
enter in so let's go to that "Half-World".

Go back to the circle fire from the first screen. How do we solve all problems
in this game? Yeah, our best friend "the bow" must do the work again. Shoot an
arrow to the circle of fire and the screen will turn darker.

Now you are in the Half-World, the place where recently deads wait to be
carried by the valkyries to the Valhalla. Talk again to the dwarf and he'll
ask you for help for his village. Shoot again the fire to return to the
"Full World". Like he said, next to the darf corpse you'll find your
first armour: The chain mail.

Equip it and the dwarf guard will let you to enter the castle (note: actually
you don't need to equip it, it's ok if you have it in your inventory, but
who cares?).

* Chain mail: This armour is quite good at stopping several yards of steel
being shoved through your guts. Real utility in game's combats is doubtous to
nothing.

At the castle, get the mana potion and go through the gate in front of the
entrance. This is the throne room, and you'll note that the dwarf with the red
tunic is indeed the king. Talk to him.

He'll tell you about a "strange light artifact" in the giants isle, and he'll
give you a letter to make an alliance with another village. Before going back
get the rune from the table. It is in the table, left from the entance (just
use 'Enter'). It's something like a yellow reverse "n".

* Letter: The letter reads: "My village is at war with Loki's Hoards. If you
fight against evil then join us. Our need is greet. Danak."

Now go to the gate at he left (well, Heimdall's right if you just exit
the throne room). Here you can take a bread from the table, but you'll find
it not to good to carry all over (restores 3 miserables HP). Go up and follow
the corridor to next screen. Here pick up the ring and continue the corridor
(only if you want to go to the shop).

* Ring: The elegant jewel that is set into this ring, reflects a rainbow
of colours.

The corridor ends in the shop. Buy whatever you need and return back to the
main hall. This time take the right and last path to arrive to the Utgart full
map. Lost Clan Isle is inaccesible by sea. You can choose to go first to
Giants Isle or Giants HQ. Let's explore the Giants Isle.


UTGART - Giants Isle

At first you'll enconter a lava fountain (or at least something that seems too
hot), an empty flask and a new rune book. You'll need a flask, so pick up it if
you don't have any. If you already have one flask with water, use it on the red
fountain. You'll know it worked if it produce smoke. If you don't have the
water just wait for the next screen.

* Rune book: - Fireball. The most powerfull fire spell. Good damage and you can
              use it right now, but it spend so much mana.
            - Shield II: This provides some protection from damage for a
                         longer period of time.

Continue to next room to meet your new enemies: the giants. This green monster
won't be a problem for you. Giants don't shoot you from distance but can block
attacks. Once killed fill up a flask with the water of the ice fountain. Use
that flask on the red hot fountain (remember to stay in front to use it).

Now return to the room with the ice fountain and you'll notice that a bridge
has appeared to allow you to continue to next room. Pass the empty space
(don't worry, a plataform will appear) and pick up the rune scroll.

*Rune scroll: Cure poison. This spell removes poison from one character.

Before going to next room heal yourself and save your game. It will be a
endless fight with giants but you can gain some levels. The first giant has
got the Utgard 2 Talisman so don't miss it when you kill him. It's The
reason we came here after all. The CD32 version just has the Talisman
laying on the floor.

You can destroy that orange sphere, source of power for the giants, by
throwing (THROWING, not dropping) the ring to it. To do so, equip the
ring as a throwing weapon in the inventory and press 'space' while facing
the sphere.

Actually as far as I know destroying the sphere does nothing for the rest
of the game, besides making giants to stop respawning in that screen.
Anyway that's the purpose of that ring and the right thing to do.

Once this is done, you can return to your ship and sail to Giants HQ.

* Utgard 2 Talisman: This talisman opens the second portal to Utgard.


UTGARD - Giants HQ

You'll start in a room with jumping-flame traps but they are not so
difficult to avoid. If you get hurt, it will probable be just at the end,
next to the stairs to go up. Anyway it doesn't hurt so much. Get the gold
and continue to next room.

Kill that hard Kakrat and pick up the new rune (something like a white "p").
Press the use key and you'll drop the candle, setting fire to the papires and
revealing another talisman.

* Her Ker'yn Talisman: This talisman opens the portal to Her Ker'yn. But first
you need another talisman to get to the new room in the Hall of Worlds, where
Ker'yn gate is.

That's all we can do here. Return to your ship (watch out with the fire traps,
it's more difficult when going back) and sail to the Dwarven Isle. Go left,
continue the forest and go back to the Hall of Worlds.


HALL OF WORLDS

Take the gate left to you when you exit the Utgard 1 gate.


UTGARD - Lost Clan Isle

When you enter, the screen will turn black, and you'll wake up in jail. Not
much a problem. Just push the bread and you'll be freed by the mouse. Don't
waste valuable space of your inventory picking the bread. Leave it for the
mouse. You only can go by the green floor. For some strange reason Heimdall
can't pass the step to the other side.

Go up the stairs and forget the blue vessel: it dissapears when you get close
and a trap will start shooting to your back. Get the rune (something like a
flower in green).

In the next room you'll meet the king, who said how sorry he feels about your
capture. He talks about powerfull men with claws and ask you to join his army
in the war. Give him the letter from Danak, the dwarf knight that you met at
the Dwarven Island. Ordok (the dwarf you are talking to) will be glad to know
that there is another dwarf clan and he'll agree joining forces, giving you
a letter to Danak.

* Letter: The letter reads: "My people face the same plight as yours.
Together we can defeat our enemies. I will come soon. Ordok".

He will also reveal the Utgard Ro'Geld to your right. Go for it. You'll be up
that step that you can't cross before, next to the skeleton. Pick up the rune
scroll and "use" the skeleton to take the second part of the amulet to defeat
Loki.

* Rune scroll: PF Fire. Gives you temporary protecion from fire. You can cast
it and you'll have a good chance to use it right now.

Return back to the king's room and go right. I'll sugest to use the fire
protecction spell. It will reduce the fire damage by half. You also can jump
down when the fires dissapear. Anyway, return to the Hall of Worlds.


HALL OF WORLDS

Go back to Utgard 1 right to you.


UTGARD - Dwarven Island

Go to the castle and go straight on to see the king. Give him the letter from
Ordok. He'll reward you with the Kelar'yn Talisman.

* Kelar'yn Talisman: This talisman opens the portal to the Kelar'yn Hall of
Worlds.

We have finished Utgard! And again, for the CD32 version means that we get
the second "restart book" and we can save properly our progress, and lose
the two talismans for Utgard when loading the game.

Let's try the next land: Her Ker'yn. Go back to the Hall of Worlds.


5.3 Her Ker'yn

HALL OF WORLDS

Enter the top left gate to access the Kelar'yn Hall of Worlds. Here is where
Odin found the misterious amulet with enought power to immobilize a god. Go
through the left portal to enter Her Ker'yn, the world where mortals
live in the realm of Ker'yn.


HER KER'YN - Druid's Groove

Get the mana potion and the Niflheim Talisman at your left. Get close to
the druid and he'll talk to you. Ander, good of nature, will make his
own presentation, explaining about Ker'yn and the evil god Ashok. Go
right and you'll exit to the Her Ker'yn map. Move to "Village".

* Niflheim Talisman: This talisman opens the portal to Niflheim. We
can't do anything there yet.


HER KER'YN - Village

Here you can have a great time. Your actions will be judged later
by the justice goddess, and you'll need to impress her with good
actions. Your future judgement depends of three actions in the village.

The first one is at the entrance where you are. Do you see the guy with
the claws? It's a Dakta. They are very fast and do considerable damage.
They also can block attacks. He says not to cause problems. You can kill
him, but the slave in the corner will get frightened and jump to the
water, and is revealed later that he cannot swim... So better let's
forget this Dakta.

Enter the town. Get the blue flask and the rune hidden next to the last
building. The rune is something like "<>". Enter the first building at left.

You can choose to do nothing and let the Daktas to mistreat the slaves, who
will continue making weapons for Ashok (do you remember? that evil god from
this realm). This is your second options, and if you want to finish the game,
you must kill the Dakta. That also will have a big prize: a new and powerfull
sword! The slave will give you the new Sword he was making for a
Dakta commander: the Os Blade. Take it and exit.

*Os Blade: This sword is big and very, very sharp.

Go through the second building. Here you'll see how a Dakta beats a slave.
Again, you can choose to "do nothing" or help him, despite the chess guy
from the bar advicing you to do nothing. You must help him, so kill the
Dakta and exit that building.

Now walk down the stairs. The last door takes to the Her Ker'yn shop. Open the
the closed door (action). It seem important from outside, isn't it?

You'll find here two enemies and you must fight both of them together. One is
a Dakta, the other is a magician. Magicians can block attacks as well and cast
fast energy balls at distance. Your new sword will take care of them. The last
to be killed will give you a "Resurrection" rune scroll.

* Rune scroll: Resurrect. This spell restores the life of one character. At
last you can ressurect one of your characters! But now it isn't so important,
because you will be able to resurrect too when you meet the goddess of death.

Go back to your ship and head to Dakta HQ.


HER KER'YN - Dakta HQ

The first building to your left is a shop. To the right, at
the end of the pier, you have another rune: something like a "M" in green,
and only 5 runes remaining. Go straigh on and enter the remaining
building.

This part is different for the PC version and the Amiga/CD32:

PC

You must jump down. When you get the health potion, the stairs will
dissapear and a Dakta will come to kill you. Show him who is the best.
Once killed, press a secret swith in the wall where the Dakta came from
and the stairs will be restored. Enter the left door.

Amiga/CD32

You see a spiked ball rolling down. You must jump down when to ball is
going to the top left and run as fast as possible to the hole in the wall.
There you will be safe, and you can push the button right to make the
stairs to appear and the spiked ball to stop moving. Go up and enter the
left door. IF you get touched by the ball, you will be teleported back
up.

You'll be in a room with mounts of gold with something that moves and a
gold chest. Upstairs there is an opportune "Cure Poison" scroll. When you
try to get the gold from the chest, a snake will arise and poison you from
the gold behind.

When you are doing the "getting the gold" move, you're inmune to
the attack, so you can press 'Enter' repeatedly without losing too much
health, and when you are low in HP, move away, heal and try to get more
gold. You can reach easily the limit of gold (999).

Note that the gold is not unlimited in the Amiga and CD32 version, so
the trick won't work. On the other hand in those versions is possible to
get the gold before the snake bites.

* Rune scroll: Cure poison. This spell removes poison from one character.

Once done, go upstairs, "use" the painting that seems a map to reveal a secret
passage. It leads to the other room accesible from the hall you've come.

When you go near the magician, he'll tell you how annoyed his master is about
you and the mage will send the "Mirror Image" after you. Kill him/her, it's
an easy fight for you, as long as you have enought level. If your main
character dies and you have to fight it with the other you would be in
troubles. On the other hand, if you change character in the middle of
the fight the mirror enemy will change too.

After the fight, the magician will appear to attack you. He shoots magic
balls from the distance, he has a fast attack at hand-to-hand and also
can blocks attacks. When you kill him you'll recibe the Tal Ker'yn
Talisman.

* Tal Ker'yn Talisman: This talisman open the portal to Tal Ker'yn.

Go back to your boat and sail to the misterious ??????? isle.


HER KER'YN - ???????

Walk up the stairs and pick up the usefull "Extra Heal" magic scroll.
Enter the cave.

* Rune scroll: Extra heal. This spell heals most wounds of one character.

Kill the 8 Daktas and go straigh on. In CD32 instead of Daktas we find a
new exclusive enemy: giant spiders. Oddly they scream like humans when
hurt and they can somehow block attacks, but they are very easy to
handle. They only appear here.

You'll arrive to the infamous "rune puzzle". Pick up the scroll at the
left corner. It has the clues to pass the puzzle... but you need to know
what spells are being refered. The scroll says:

* Scroll: To open the way you must solve the Rune order from the following
passage: "The world was ravaged by fire and lighting, but was then healed
as it moved through the universe... To negate the changes that had been
made, objects of enchanment emerged. From these were summoned divine
spirits who restored the balance and fabric of creation".

Descriptions of the spells are kinda mixed/bugged in the game so I'll
simply tell you how to deactivate the trap. Do you see the two runes from
the left that have something like a "S"? Start at the second one. From
here, go one step right, up, up, left, up, up, left, up and up. Watch out
on the last tile, 'cause the trap takes a moment to deactivate. If you go
too fast you can still get hurt. You can simply turn around to avoid been
hit.

Again this part changes radically for the Amiga/CD32 versions. Instead of
the energy barrier we find a closed path, and by solving the rune puzzle we
reach an exclusive area. Here we need to shoot arrows to the 7 faces, and
this can be really annoying because some of them doesn't allow so much
space to use the bow. You can shoot many of them even when they don't have
the mouth open, but for others you need to wait until they open or it won't
work. Once this is done the piece of the amulet will appear and you can pick
it up.

Get the third part of the amulet and return to your ship. You have finished
in Her Ker'yn. Return to the Hall of Worlds by the Druid's Grove.


5.4 Tal Ker'yn

HALL OF WORLDS

Go right, pass the bridge and enter the gate in front of you. This lead to
Tal Kar'yn, land of Ker'yn gods. They have to respond some answers about
the amulet and that evil god who plans a big invasion with the help of
Loki.


TAL KER'YN

You'll be received by Ander, the nature god, but this time he has a
gentile form instead of a shocking and big spirit. He tells you that
the last part of the amulet lies in the Ro'Geld behind but you need the
six Holy Simbols from each Kyr'en god. Each one is in one room and you need
to resolve their tasks in order to gain them. Let's start for the first gate</pre><pre id="faqspan-2">
to your right.

Even if you skipped the druid cutscene in the forest Ander won't change his
speech.


TAL KER'YN - Chamber of the Goddness of Death

Pick up the rune scroll. Do you see that spiked monstruosity that hurts you
when you get close? Allow it to kill you. Both of your characters. Don't
worry, that's what Mirin the Death Goddness wants. Once dead a circle of
light will appear in front of you. Enter it.

Note: You can't eat or drink anything meanwhile you are dead. The text
"What do you want, a healthy looking corpse?" will be displayed.

* Rune scroll: Full combat bost. This temporarily boosts the stats related
to physical and magical combat.

The voice of Mirin will welcome you in the other room. Here you must get some
important objects. Pick up the Mirin's Crown next to you and the rune (it seems
a ribbon in brown). Only three runes remaining! Go up stairs and get the
Osk Axe and the Mirin's Symbol.

* Mirin's Crown: This crown belongs to the Goddess Mirin.
* Osk Axe: The effects of this weapon range from mild nausea to extreme death.
Lovely!
* Mirin's symbol: This is a strangely crafted symbol.

Now exit the room and return to the main hall (both characters will be
resurrected and full of health but not mana). You can come back here at any time
if you need to ressurrect. Now enter the first gate at left.


TAL KER'YN - Chamber of the Goddness of Justice

Here is Siri, Goddness of Justice. You must prove her that you are just enought
to have her symbol. Put the Mirin's Crown in the bald head statue down the
judge. She asks you to enter the circle so let's do it.

She'll begin to judge your acts in the Village from Her Ker'yn. The veredict
depends on three actions (see Her Ker'yn part of the Walkthrough). If you
fail all three, you'll be hardly punished with 50 HP. If you missed two
the punishement will be only 20 HP and none if you missed one. You need to
pass all three to get the Siri's Symbol.

Even if you skipped completly the Village it would still count as if you did
nothing (for good or for bad). If you are judged not worth for her you need to
go back to Ker'yn and make everything right.

* Siri's Symbol: Same as Mirin's Symbol.

Go back to the hall and enter the second gate to the right.


TAL KER'YN - Chamber of the God of the Feebles

Notice that in this chamber your stats will turn crazy. As Ander say: if you
are playing with a strong character it will have their stats reduced, and if
you play with a week character, his/her stats can easily be next to 100.
Remember that you have two characters, if you only leveled one use the other
in this room.

You'll be attacked by an old archer and Jarok the God of Feebles himself. You
need throwing weapons so I susgest to revive the bow and start shooting
arrows. Kill the old man and Jarek to make a magic bridge to appear, letting
you to pick up Jarok's Symbol.

In the Amiga/CD32 versions the effect of the room doesn't seem to work.
Instead, if you didn't level up enought the Throw Skill, you will be
suffering to defeat first the archer and afterwards the god.. Be sure that
you have enought arrows or throwing weapons. You would need to go back to
Her Ker'yn to buy arrows and knives in the shops, but you need to buy them
one by one (only one of each in stock, but it has them again after closing
and reopening the buying screen).

Return to the hall and this time enter the second gate at left.


TAL KER'YN - Chamber of the God of Air

A maze of clouds awaits you here, at Ketar's chamber. Each time you touch a
"lighting cloud", you'll be teleported to a different place. Go to the cloud
in the corner at your right. Follow the path left and you'll come across the
Ketar's Helm.

* Ketar's Helm: This helm was crafted by Ketar, the Kelar'yn God of the
Clouds.

Go back to the first screen by walking to the cloud that teleported you to
the Ketar's Helm. This time go to the cloud just at your left and continue
straight on (you can't access the path to your right from here). Pick up
the Spirit Armour, the second armour in the game.

* Spirit Armour: This is a sturdy suit of armour.

Return to the first room by teleporting again with the cloud. Go up the left
stair and let you being teleported. You'll find a rune scroll at the end of
the path.

* Rune scroll: Fire storm. This is a more powerfull version of Fire Bolt.

Go back the way and walk to the other stair. Follow the path and pick up the
Mirror Shield.

* Mirror Shield: The image that you can see in this shield is ugly enought
to raise the dead. It's a mirror.

Now get the last storm cloud left, the one between the two stairs. Here is
the Ketar's Symbol. If you are asking why we haven't done this before, we
needed the Ketar's Helm to be teleported to the correct place. The
other objects will be neccesary later. Pick up the two potions and the
Ketar's Symbol.

In the Amiga/CD32 versions it won't work just teleporting with the Helm in
your inventory, you need to drop it in front of the central teleporting
cloud to make a bridge to appear north to reach the area with
Ketar's Symbol.

Return to the main room and enter the last gate to the right.


TAL KER'YN - Chamber of the God of Light

Tiles will appear when you get near. Just follow the path to the other
side. If you fail, you'll be teleported to the start and punished
with 6 HP. You have three differents ways to start, but if you want to
reach the end, you must choose the left one. Turn right at the
bifurcation and continue straight on to the end.

Pick the Myr'as Symbol and exit (you can let be teleported, that 6 HP
of penalty won't suposs a big lose to you).

Enter the last chamber, the last to the left.


TAL KER'YN - Grove of the God of Nature

The first time I played this game, this puzzle annoyed me so much. You
must find three plants that combined have no negative effects. Our
old friend Ander will explain it to you better when you enter the room.
So let's find it out.

Each plant has three propierties. They can be positive or negative.
One negative propierty anulates the possitive, as "edible" is negated
by "inedibled", but if you have a third plant "edible" the result will
be edible.

Pick up the seeds from the plant next to the grass. The plant is
fertile, inedible and poisonous. Continue with the little bush
back that plant. The plant is edible, infertile and not a weed.
The last one is at the bottom left. It's a plant with big green leafs.
The plant is edible, medicinal and a weed.

Fertile will annulates infertile, poisonous - medicinal and weed -
not a weed. And you have two "edibles" for one "inedible", so the
result is a plant with only good propierties. Go to the grass and
drop the seeds in front of Ander. If you failed, the new plant will
wither, but if you made it well, the plant will grow with Ander's
Symbol on it.

Sometimes it doesn't work when you drop all seeds together, in such case
try dropping one, going back to the game to see how the plant grows,
and again to the inventory for the second and repeat for the third.

* Seeds: Theses seeds look quite normal. All seeds had the same
description on the inventory.

Go back to the big room. At the far end you'll see six empty tiles.
Drop the six symbols from the gods and walk upon them. In the
Amiga/CD32 you would need first to go to the inventory and place
the symbols in the place for using object instead of dropping then.
You need to make it one by one, making it (as usual) a bit more
annoying than in the PC version.

In the new room, walk to the rune at the right (something like
a "F"). Only two runes remaining! There is also a rune book.

Rune book: - Mass extra heal. This spell heals most wounds of
            both characters.
          - Physical Combat Boost. This temporarily bosts the
            stats related to physical combat.

You can't use the Total Combat Boost because you lack one of the
runes, but the Physical Combat is already available.

You must put the mirror shield in front of the red ball that
throws fire blasts to the big diamont. Doing this the diamond
will fall, revealing the last part of the amulet! Pick it up.
Now return to the garden and ask Ander.

He'll give you his symbol again as long as you have all 4 pieces
of the Amulet. So if you skipped one shrine this is the moment when
you need to get it to continue.

This time the Ander's Symbol will be in miscellaneous items so you
will be able to use it. We need to give this symbol to the druid
in Her Kar'yn. In the Amiga/CD32 is possible to place holy symbols
as use item, so it stays as holy symbol.

With that we are done in Tal Ker'yn (what means a new "restart book"
in the CD32 version). Return to Her Ker'yn (the top left gate in the
Hall of Worlds).


HER KER'YN - Druid's Grove

Give the Ander Symbol to the druid. He'll reveal a passage in the bush.
Go through it. In the new room, pick up the rune scroll "Magical Combat Bost",
the rune (a white "H" or so, only one rune remaining!) and the gold (that you
actually won't need I think). Follow the path and you'll be teleported to the
other side of the lake by a fire sprite. He says he'll help you when you need.
You'll be teleported back to the Ker'yn Hall of Worlds.

In the Amiga/CD32 version you need to go north and talk with the turtle. It
will take you to the other side and allow you to meet the fire sprite. If
the turtle doesn't move after speaking... bad luck, you need to load your
latest game and try not to be in its way to the water next time.


5.5 Niflheim

HALL OF WORLDS

It's time to return to your own universe so go back to the first Hall of Worlds
(enter the portal in front of the water font). Here follow all the path until
you reach a strange tall-leged and horned insect-like bone gate. This lead to
Niflheim, the hot realm and home of Hela, goddess of those who didn't die in a
heroic way. Actually you had the Niflheim Talisman since your first visit to
the Druid's Grove, but now you have all what is needed to go through, specially
the fire sprite.

Note that once you finish Niflheim, you won't be able to return to the other
lands, and you'll face difficults fights. It's better to buy everything you'll
need before going to Niflheim.


NIFLHEIM

Get the mana potion and continue the path. The fire sprite will transform into
a boat. Without him it was impossible to continue. You'll come to a castle
with a black dog statue at the entrance, but before going in, walk to the
right.

You will see a green dragon (probably he is the "malice striker dragon"
Níðhöggr, who lives in the Niflheim in norse mythology). Pick up the two
pairs of teeth (four in total). Now you can enter the castle.

* Dragon Teeth: The size of these teeth is enought to put you off dragons
for life.

You'll notice that the dog can speak and he says that Baldur is also here.
Nothing new, we're in the land of deads. If you talk again with the dog he
says that he was told not to fight you, despite it would be interesting.

Enter the castle and kill the first dark Hakrats (I counted 6 of them). Try to
follow the path because walking on the lava will drain your health quickly.
You must go first to the right and later up the the pyramid to continue to
next room.

In the next room you'll see three faces opening their mouths, and three lava
steams that prevent you from continuing to thenext room. In fact, the steams
hurt. I said that in this game you solve lots of problems with bow + arrows
so let's do it again. Wait in front of each face to open their mouths and
shoot. To make it right wait close to them but not next to them or they won't
open the mouth.

In the CD32 version it's a bit more difficult, as fireballs come from your
back in the same direction than the faces. In fact the faces open their
mouths at the same time they were reciving the fireball, so you need to be
fast to avoid the fireball and shoot afterwards.

Once done the lava steams dissapeared, continue to next room. Here you'll face
lots of enemies but you'll encounter them one by one. First, kill 4 giants. Go
down the stairs and kill another 4 giants. Use potions, food or heal spells to
restore your health whenever you need. Go up the stairs and kill another 4
enemies, this time they look like dark or invisible Hakrats. Room done, let's
go for the next one.

Go up and kill anothers 4 dark Hakrats. Walk down and kill the 4 dark giants.
Not much new here, continue to the next area. The new one is similar to the
previous one (in fact it looks the same). Kill the 4 dark Hakrats, down, kill
another 4, up, kill the last 4 Hakrats. Entering Hela's room.

That snake-like criature is Hela. Hela is, other than Goddess of Deaths and
Mistress of Niflheim, Loki's daughter. That explain the tension between both
your characters and her.

She won't attack you and if you try to attack her in any form, she will make
the attack to vanish. Note that she's also surrounded by lava so don't get
too close. If you try to pass the door to the left, Hela will teleport you
back. If you attack her hand-to-hand, she will kill you with a snap of her
fingers. Other way she would just command you to stop doing things.

I'm almost certain that once I could make Hela to dissapear and explore her
secret room. There you could find the scroll of Invulnerability. The point is
that I have no idea how to remove Hela and after trying everything I even doubt
that it was even possible, so maybe I just imagined it.

Anyway, I couldn't pass from here the first time I played the game but actually
isn't that difficult. Go right to Hela and press "use" in that wall. A secret
passage will be revealed and Hela won't prevent you to enter.

Now you are in a room with dragon heads and little circles in the floor. Do you
remember the Dragon's Teeth? Now is the time to use them. Go up stair, stop
next the first circle (using the shield with "D" or left click) and drop a
Dragon Tooth. Actually when the teeth touch the circles, they will be activated
forever, so you don't need to separate the teeth and drop them one by one. Just
drop the four and pick up them again for the next circle (in the CD32 you do
need to keep a tooth in each circle as they don't just "activate", and you
will be automatically teleported after dropping the last one).

The second circle is down stairs. Walk up the stairs at your right to find the
third one and go down at the end of the path for the four circle. Next the last
circle a bigger figure will begin to flicker in the floor. Walk on it and
you'll be teleported to another room.

Go left and downstairs to pick up the Dragon's Eye. Use it with the dragon
head at the right to activate the teleport upstairs. You'll need it later to
return. Now continue the path facing the dragon head. Here, go down and kill
the Hakrats (8 of them) on the right plataform. Enter the gate and you'll exit
in a room exactly like the previous one, but with a Hakrat upstairs. This new
area continues to the right but first let's kill the Hakrats upstairs (6 of
them). If you enter the upper gate, you'll discover that takes you to the left
platform from the previous room so don't go through it.

Walk down again to the right platform (the left one will lead you to nowhere)
and continue to the right. The next room has lots of hunting trophys. One of
them has no animal head, do you figure who is supossed to be there?. Go
downstairs and watch out. You'll be attack by 3 shadow Hakrats and 1 green at
the same time! And that's not all: the green Hakrat will speak! It's the first
and last time that this happens. They can make you big pain in a short time so
be carefful. Once you kill them all, go upstairs and go through the door to
finally meet Loki.

Note: the fight with the group of Hakrats is absent in the CD32 version.
Fights with multiple enemies are limited for that system.

Get close to Loki to listen (or read) his speech. You'll meet Ashok too, the
evil god from Ker'yn. Loki will cage you and steal the amulet. After all you
were being used by him. Now they will use it to allow Ashok and his Daktas stay
enought time in this world to attack Asgard. And Loki wanted you to do the task
to get revenge for the events of the first game. You'll be teleported to
Baldur's jail. You'll recognize it as the same place where you go when you die.
Ander, after being killed by Ashok, will appear too in the room. Baldur will
give you the last talisman, the Sho Ker'yn Talisman. Ander will teleport you
outside to go to Sho Ker'yn and stop the duo.

If you did the "Talisman Dropping" cheat/bug you can pick up the talismans
and return to any land to buy suplies. Note that if you return to Loki's
room in Niflheim you'll be teleported to Baldur's jail, but this time
Ander won't come to save you and the End Game scene will be played.



5.6 Sho Ker'yn

HALL OF WORLDS

After the non-playable but interesting scene, you'll be in front of the big
bone gate from the Ker'yn Hall of Worlds (a new "restart book" will appear
in the CD32).

Enter the portal. It leads to the last land: Sho Ker'yn, home of the evil
god Ashok. You have lost all your talismans and you'll probably have all
your stats at 99. That means you can't be healed more after gaining a level
so save and heal yourself often. A difficult fight waits you in Sho Ker'yn.


SHO KER'YN

You'll be attacked by three mages at the same time: two at left and one at
right. Each mage will respawn four times! So don't be over confident and
go back to the Hall of Wordls to restore your health if needed. The two
left gates aren inaccesible. They represent the way where the mages came
in each respawn. To continue you must use a switch hidden in the front
wall. Press "use" at the top right of the north wall. A door will appear.
Enter it.

Note: Again, the CD32 doesn't bring so many enemies at the same time.

This isn't over yet: now you start fighting a very fast Dakta that also shoots
fire blasts, and a mage, who as always shoots. Kill 4 times both of them and go
upstairs. Here you'll face another fast-and-shooting Dakta, a normal Dakta and
a mage. Kill 4 times each one and go to the next room.

You'll be in a big room with two kinds of alternate tiles: the red ones
teleport you to the beginning, the purples will simply kill you. You must
memorize the empty tiles and wait on them to see the path. Here you can't use
the shield to stop, but you can stop casting a spell or walking in the
direction of the edges. It isn't easy: I suggest you to save each time you
arrive to a secure tile. It will save you time. Also you can do the B plan:
change mode to cast spell with "space bar" and cast heal quickly with the
purple tiles. You'll probably will depend on this after a while but you'll
need mana flasks.

In the next room there are two gold statues: At the left is Heimdall's statue.
You'll be teleported back if you follow this path with Ursha or try to change
to her in the following room. At the right is Ursha's statue and Heimdall
will be teleported if try to go through that path. Kill both Heimdall's and
Ursha's copies in each room in order to continue straight on to the next room.

In the CD32 you can't just change character, but if one is dead, you can fight
both doubles with the remaining character.

There is a bifurcation with a big bicoloured fountain at the center. Take the
left path and prepare to fight. Kill the first groups of mages (4 of them).
To continue you must walk on the small circle to the left.

Note that the mages are really fast and make a great damage. You can be killed
quickly. Kill again the mages and walk to the circle. Don't go down the stairs,
just turn around and use the circle. Kill the last mages and take the last
teleport. Go upstairs and enter the door.

You are in another cool room. The room has tiles with different drawings. One
that seems a skull will kill you if you walk on it. The spider will poison you,
the lighting will makes magic damage and the fire will make fire damage. Also
there are grey tiles with white mans: that means teleportation. But that's not
all: you have a shadow at the other side and he/she'll move opposite to you. If
your shadow walks over a bad tile, you'll recive the damage or death written on
it, but you won't be teleported. The shadow itself won't hurt you, but you
can't walk over it.

There are different ways to get to the other side. If you reach the first to the
left teleportation tile, you'll be teleported to the other side. Note that to
be teleported you must enter the tile from the front, not from one side. You
can also try to pass it by your own feet. Only take care about the death tiles
for both you and your shadow. Your shadow can also take things: you can try
to make him/her to take the amulet for you just turning around and using
action, but this is an extremly cheap way to pass this part.

This time is in your inventory as an useable item. Wath out with the shadow
when you're going back and exit.

* Amulet: This is the fablet amulet of Ker'yn.

Return to the room with the blue-and-green font walking on the circle for
teleport. This time follow the path at the right. Kill the mage and go
downstairs, cross the bridge and enter the gate to next room.

In the CD32 you need first to shoot arrow to the four holes with the ropes
in order to release the bridge. The bridge is already down in PC.

Finally, you'll face Ashok here. He only attacks by shooting fire blasts to
you. If you get close, he'll do nothing (in CD32 he does). To defeat him you
must drop the amulet next to him. You can try to attack him but he won't
die. Also you can't follow Loki until you finish with Ashok. So just stay
next to him and discard the amulet. Sometimes instead of Ashok being trapped
a bug prevents that from being shown and he simply dissapears.

A fatal bug can appear here, if the Amulet laying on the ground disappears
when Ashok walks on its tile (I guess he "picks it up"). Without the Amulet
you can't defeat Ashok. I noticed this bug (unsurprisingly) in the CD32
version, where you can't save before, but at the beginning of the whole
dungeon. I don't know if this can happen also in Amiga or PC.

Now prepare to enter the big gate to the Hall of Worlds to end Loki.


HALL OF WORLDS

Kill Loki. Don't worry, it's a very disappointing battle. You have faced far
more difficult fights before. Loki casts fire blasts, attacks with a short
sword and can block attacks with a shield. He won't last more than 4 o 5
from your hits.

Note: I made one notable mistake. I couldn't find the last rune! I'll try to
locate it while I finish the spells section. It's not in Hela's Room, but
somewhere else, I just probably missed to write it down. That rune is
number 10, it's only used for the invulnerability "cheat spell".

Talking about Hela's Room, the door that she doesn't allow you to cross.
I was pretty sure that in one game I made her "disappear" and I could enter
that room. The question is how because I've tried everything this time, maybe
I just dreamt that you could go there. If anyone knows something please send
me an e-mail ([email protected]).


6. - Bugs and curiosities (Spoilers)
------------------------------------------------

I have to admit that I found more bugs that I would have liked, especially
in the CD32 version. I started this section just with a few harmless
curiosities, but along the replayings I've got really angry with several
bugs that made my game impossible to finish, so I had to repeat certain
areas several times.

INVENTORY

There is a bug in the inventory about items that replenish health and mana.
If you use one and restore mana/health from the inventory and you save the game
without leaving it, the game will be saved without the mana/health being
restored, but with the potion being lost! This can be very important at the
end of the game.

This happens because you actually don't recover the mana/health until you are
back in the game. To prevent this bug, just go out the inventory and
return before saving.

"CHEATING" LOKI

When you finnish the Niflheim land, you'll be teleported to Ker'yn Hall of
Worlds and you'll only have one talisman: the Sho Ker'yn Talisman, to enter
that land and finnish the game. But if you dropped other talismans before
going to Niflehim they will be in the Hall of Worlds when you get
teleported by Ander.

To do so with Kar'yn and Niflheim talisman (needed to go to Niflheim)
you'll need to drop the Kar'yn Hall of Worlds Talisman just before entering
it, and you must do the same with the Niflheim Talisman. I'll recommend to
drop it facing the opposite side to the gate and then go back quickly. That
will prevents the talismans to get stuck in the gate. The rest can be
dropped anywhere in the Hall of Worlds because you don't need them to
continue at that point.

LOKI CHEATS YOU

If you go back to Loki's room in Niflheim after your first meeting (see in
the last paragraph how to do so) you will be teleported back to Baldur's
prison, but this time none will come to save you and the Game Over
secuence will run unchanged.

TELEPORTING BACK FROM DEAD

There is a funny bug at the mosaic floor with your shadow where you get the
entire amulet in Sho Ker'yn. If your last character walks into a
teleporting tile at the same time that the shadow walks to a death tile,
you'll die but you'll be teleported back from the Baldur's jail to the room
as a dead! But you aren't inmortal: one hit from anything and you'll go to
see Baldur again.

Notice too that the shadow won't follow your movements any more
so he/she won't let you pick the amulet (if you didn't get it before). Also
if you enter the inventory you won't exit, because the game recognize both
of yours characters as dead and doesn't allow you to exit with any of them.
Magic can't heal you neither.

OUT OF PHASE

Probably it happen more often, but I found this bug in three places:

- In Niflheim, at the room after the three mouths that need to be shot in
order to pass. Sometimes when you jump down from the upper platform in this
room, you can get stuck "out of phase".

- Also in Niflheim, I managed somehow to get stuck "out of phase" in the
room where you have to drop the dragon's teeth on the circles, next to one
of the heads of the walls.

- In Her Ker'yn Village, when you try to jump from the corner.

You can walk through some walls but cannot do it on some free areas.
You can still attack and being attacked by enemies but you won't be able
to exit the room.

If this bug happens, just let the enemies kill your character. The other
character will appear at the start of the screen as normal. If there are
no enemies or dangers around... you can call it a fatal bug. There is
no way in this game to kill yourself (besides wine).

NO MORE SELLING AT THE SHOPS

If you have 999 of gold you won't be able to sell items at the shop. You
can click the "sell" button, but nothing will happens. If you still want
to sell the item (it's a secure way to save them), simply buy something
to waste the money before selling.

BUG WITH FULL COMBAT BOOST SPELL

When you cast Full Combat Boost your runelore will rise, but if you
want to make use of this you'll need to change the current spell
selected (Full Combat Boost). However, when you click on the rune's
icon, the game freezes. That makes the spell totally useless and even
dangerous for your current play if you don't save often.

Full Combat Boost should also rise your physical skills, but it doesn't.
In practice it has exactly the same effect than Magical Combat Boost,
with the freezing bug that doesn't allow you to use it.

This bug only happens in the PC version.

ASHOK TAKES THE AMULET

This is a fatal bug. I've only noticed it in the CD32 version but
probably happens in all versiones.

If you "miss" when dropping the Amulet in the battle against Ashok,
the Amulet will lay on the floor. If Ashok happens to walk on its
tile the Amulet will disappear when he picks it up, letting you without
any chance to win the battle.

DYING? AT THE SHOP

This happened to me playing the Amiga version. I just had Heimdall
alive, I went to the shop in Rurik's Village and bought the big axe.
But when I was walking to the exit it didn't work. The next screen
wasn't coming, like if I was against an invisible wall out of phase.
After trying a while I was suddenly teleported next to Baldur and
the corresponding Game Over came.

I have absolutly no idea what caused it. I probably went out of
phase and the game found me an exit to hell, but I can't think in
a reason.

LAZY TURTLE DOESN'T MOVE

This happened to me in the Amiga version, but it can be also
happening in the CD32. Both of them have the turtle to take you
across the water to meet the fire sprite (in PC the fire sprite
somehow teleports you to its isle). But for some reason the
turtle may not move after greeting you and exposing its head.

I guess this happens when you are in the middle of the way between
the turtle and the water so it doesn't go throught you, and
afterwards the turtle just does nothing. This bug is also fatal,
you can't get the fire sprite and you won't be able to cross the
lava sea in Niflehim.


7. Spells
-------------

7.1 Runes description

There are 18 runes in the game. You'll find them when you advance through
the game. Some spells will be found before the runes needed to cast it.
The runes are listened in the order they appear in the screen, from
left to right:

1
_
| \
| |
|     : "Ur", the first rune of power. In the game it's seems a "n"
       in green colour. You start the game with it.

2

/|\
|
|    : "Tir", the second rune of power. You'll recognize it in the game as
       an "up arrow" in brown. You'll find it in the Fisherman's Hut in
       Midgard.

3

t
|/|
 t   : (not a good ASCII drawing, tt's like a "t" followed with a
       bar "/" and an inverse "t"). "Oda", the third rune of power.
       In the game is in bright yellow and you get it in the Dwarven Isle,
       on the left table in the king's throne room.

4

<
>    : "Ger", endurance. In the game is in red. You'll find it
       in Her Kar'yn Village, at the end of the main street of the village.

5

/
\
/     : "Sigil", fire. It's green. It will be waiting for you in
       Rurik's Village, next to the shop.

6

| |
|\|
| |   : "Hagall", lighting. It's white. You'll find it in
       Her Ker'yn, in the cave where you find the fire sprit.

7

|\
|/
|\
|/    : "Beorc", healing. It's red. You start the game with it.

8

|\/
|
|
|/\   : "Peorth", detection. It's blue. I don't remember where
       it is. If anybody can find it, please email me. It's only used for the
       invulnerability cheat spell.

9

|\/|
|  |
|  |  : "Eh",  movement. It's green. You'll find in Dakta HQ (Her Ker'yn),
       on the pier (first screen).

10

|\
|/
|
|     : "Winn", negation. It's yellow.
       It's located in the Fisherman's Hut from Midgard.

11

 /
/
/
\
\
 \   : "Cen", operation. It's green. You'll find it in the Eadrick's Chieftain
       Hut, next to the big pile of gold.

12

/\
\/
/\    : "Epel", changing. It's in brown. You'll get it at Tal Ker'yn, in the
       Death Chamberm once you die and enter through to circle of light.

13

\|/
|
|    : "Lohl", protection, shield. It's in yellow. You start with
       it.

14

 /
/|/
/|
|    : (not a good ASCII, it looks more like a "F") "Alg", growth. In red
       colour, you'll find it soon at Rurik's Village, in the storage where
       you get the circlet.

15

\|/
|
/|\
|    : "Osk", enchantment. In green, you'll find it at Utgard 2 in the
       Lost Clan Isle, on the room with the vessel-trap.

16

|\
|/
_|_
|    : "Thorn", summoning. In white, it is in the Giants HQ at Utgard,
       in the room with the candles where you get the Her Ker'yn Talisman.

17

|\/
|\/
|     : "Os", divine. It's in red, you get it in Tal Ker'yn, in the room
       you access after gaining all six holy symbols.

18

| /
|//
|/
|
|     : "Feoh", spirit, luck. It's in blue. You'll find it at Loki's
       Shrine in Midward, on te room of sacrifices.



7.2 Spells list

Note: Spells were tested at "standard" Ro'Geld proximity (when the Ro'Geld
indicator was RED). I wrote the runes with the number of the place they
occuppy in the screen instead of the name or descripcion of them.


--- Healing spells --- (Task Magic)

* Lesser heal: 7. It heals 8 HP. Consumes 4 Mana Points.

* Heal: 7 + 1. Heals 40 hits points. Costs 10 MP.

* Extra heal: 7 + 2. Recovers all HP. Costs 17 MP.

* Mass lesser heal: 7 + 14. Heals 9 HP of both characters. Costs 4 MP.

* Mass heal: 7 + 14 + 1. Heals 49 HP of both characters. Costs 23 MP.

* Mass extra heal: 7 + 2 + 14. Recovers all HP of both characters. Cost
 30 MP.

* Resurrect: 7 + 3. Resurrects one dead character with half his/her HP.
 Costs 40 MP.

* Cure poison: 7 + 10 + 18. Removes poison. Costs 11 MP.


--- Attack Spells--- (Attack Magic)

* Fire Bolt: 5 + 2. Launches a fire bolt attack. Costs 8 MP.

* Fireball: 5 + 2 + 14. Better than fire bolt. Costs 22 MP.

* Fire Storm: 5 + 14 + 3. Probably the strongest attack spell, but
 still so weak. Costs 37 MP.

 NOTE: The description of Fireball describes it as the strongest
 fire spell and Fire Storm as a more powerfull version of fire
 bolt. It's an error, Fire Storm is stronger than Fireball.

* Lighting bolt: 6 + 2. Launches a lighting bolt attack (actually like a
 fire bolt in blue). Costs 11 MP.

* Disintegrate: 12 + 3. Better than lighting bolt. Costs 17 MP.

* Slow enemy: 9 + 10 + 1 + 14. Slows down EVERY enemy on the room. Costs
 11 MP.


--- Protection spells --- (Spirit Magic)

* PF Poison: 13 + 18. Gives you 40 seconds of protection to poison
 (see the spider icon next to the bar). Costs 4 MP.

* PF Magic: 13 + 15. Protects from magic attacks (aka energy or
 lighting attacks) for 40 seconds (see the hand icon next to the bar).
 Costs 8 MP.

* PF Fire: 13 + 5. Reduces damage inflicted by fire for 40 seconds
 (see the flame icon). Costs 4 MP.

* Shield I: 13 + 1. Reduces physical attack inflicted to the player by
 2 HP for 40 seconds (see the shield icon). Costs 9 MP.

* Shield II: 13 + 1 + 4. Reduces physical attack inflicted to the
 player by 2 HP for 80 seconds. Costs 13 MP.

* Invulnerability: 11 + 8, but I haven't found this
 rune scroll. Tt just a "cheat code" that makes both of the
 characters invincible when casted, without a time limit, and without
 possiblity of reversing it.
 Costs: 1 MP.


--- Combat Boosts --- (Probably also Spirit Magic)

* Magical Combat Boost: 13 + 15 + 4. Increases runelore (Battle Magic in
 Amiga/CD32) for 40 seconds (see the bolt icon), even if you already
 have 99. Costs 15 MP.

* Physical Combat Boost: 13 + 18 + 4. Increases all physical skills
 (attack, defense and throw) for 40 seconds, even if you already have
 99 of each one (only in PC). Costs 15 MP

* Full Combat Boost: 13 + 18 + 15 + 4. It's supossed to improve both
 physical and magic stats for 40 seconds, but actually it has the same
 effect as magical combat boost (see the bolt icon). Costs 40 MP.
 NOTE: The game freezes if you try to enter the spell screen while you
 are in Full Combat Boost, so don't even use it. Magical Combat Boost
 has the same effect without crashing!