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3MDALHIN.TXT
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1995-05-07
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10KB
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258 lines
~Heimdall (More)
2
!EIMPR1.PCX
!EIMPR2.PCX
~Cheats + Tips
CHEATS
~~~~~~
1: THERE`S A SNEAKY WAY TO GET A GREAT RUNELORE RATING WHILE
TRAVELLING AROUND MIDGARD. GO TO THE ISLAND MARKED WITH A * ON
THE MAP, KILL THE SORCERER YOU FIND THERE AND THEN NAB THE
NEARBY POTION AND DRINK IT (OR TAKE IT BACK TO YOUR SHIP AND
GIVE IT TO SOMEBODY ELSE). WHEN YOU COME BACK TO THE ISLAND THE
POTION WILL HAVE MAGICALLY REAPPEARED. YOU CAN KEEP RETURNING
AND LEAVING AS MANY TIMES AS YOU WANT!
2: THERE`S A GREAT WAY TO GET MONEY BY THE SACKFUL. GO TO THE
ISLAND WHERE YOU HAVE TO PAY A SILVER COIN TO ENTER AND FIND THE
SHOP. GIVE HEIMDALL ALL THE GOLD AND THE ADAMANTITE AXE. SELL
THE AXE AND CONFIRM THE SALE, THEN CLICK ON THE SELL ICON AGAIN.
THE SHOP OWNER WILL HAPPILY BUY THE AXE AGAIN! KEEP DOING THIS
UNTIL THE SHOP IS FULL THEN BUY BACK THE AXE. YOU SHOULD BE
VERY RICH !!!!!
GENERAL TIPS
~~~~~~~ ~~~~
1: YOU`LL NEED A WELL-BALANCED PARTY OF WARRIORS AND WIZARDS TO
COMPLETE THE QUESTS. THE BEST MIX CONSISTS OF HEIMDALL, A
BERSERKER, A WARRIOR, A WIZARD, A BLACKSMITH AND A NAVIGATOR.
2: EXPLORE EVERYWHERE, OPEN ALL THE CHESTS (EXCEPT WHERE WARNED
IN THE GUIDE LATER) AND TAKE AND EXAMINE ANYTHING.
3: DON`T USE `DISARM TRAPS` SPELLS TO CHECK OUT CHESTS - IT`S A
SHAME TO WASTE A GOOD SPELL WHEN ALL YOU RISK LOSING IS A
HANDFUL OF HEALTH POINTS.
4: WHEN YOU UPGRADE TO A BETTER WEAPON GET RID OF THE OLD ONE,
BECAUSE IT JUST TAKES UP VALUABLE STORAGE SPACE.
5: CIRCLETS, CHARMS, GOLD RINGS AND AMETHYST AND RUBY KEYS ARE
TOTALLY USELESS, SO EITHER SELL OR DISCARD THEM.
6: DRINKING THE VARIOUS POTIONS INCREASES THE CHARACTERS`
VARIOUS STATISTICS.
COMBAT
~~~~~~
1: THERE`S A HUGE VARIETY OF WEAPONS TO TRY OUT IN HEIMDALL,
SOME OF WHICH DO EXTRA DAMAGE THANKS TO THEIR RUNE - RELATED
PROPERTIES. SEE WEAPON REFERENCE.
2: TO GET RID OF PESKY DWARVES, SORCERERS, TROLLS AND GIANT RATS
USE A COMBINATION OF DAGGERS, SWORDS AND AXES.
3: DAGGERS AND `ICE` SPELLS ARE BEST FOR BEATING SPIDERS.
4: USE SWORDS AND AXES TO KILL THE MANIC MONKEY MEN.
MIDGARD
~~~~~~~
1: DESTROY THE PIT TRAPS IN THE FIRST ROOM YOU ENTER USING A
`DISARM TRAPS`. NOW COLLECT THE HEMLOCK AND THE `REMOVE WALL`
SPELL FROM THE CHEST. (YOU NEED TO USE THE SPELL SOMEWHERE LATER
ON THIS VERY ISLAND, BUT WE`LL LEAVE YOU TO DISCOVER EXACTLY
WHERE!!) KEEP AN EYE OUT FOR THE SECRET DOOR IN THE ROOM FULL OF
MAN-TRAPS.
2: FIND THE `REVELATION` SPELL AND GET THE `DESCENSION` SPELL BY
KILLING THE TROLL. USE THE `REVELATION` SPELL TO BRIDGE THE
CHASM AND WALK ACROSS TO PICK UP THE POWER RUNE SCROLL ON THE
OTHER SIDE (YOU`LL NEED SIX OF THESE BEFORE YOU CAN FIND THOR`S
HAMMER).
3: SEAL OVER THE PITS BY TREADING ON THE PRESSURE PADS IN THE
ORDER SHOWN. (SEE PRESSURE PADS REFERENCE) IN THE THIRD ROOM YOU
ENTER, USE A `DISARM TRAPS` SPELL. USE THE `DESCENSION` SPELL
TO GET THE JEWEL FROM THE TOP OF THE PEDESTAL. GIVE THE HEMLOCK
TO THE HOODED FIGURE IN THE NEXT ROOM AND IN RETURN HE`LL GIVE
YOU A CHEST AND A WAY OFF THE ISLAND.
4: COUGH UP A SILVER COIN (ASSUMING YOU HAVE ONE) TO ENTER THE
VILLAGE. SELL THE SAPPHIRE AT THE SHOP (IT`S OF NO OTHER USE TO
YOU) AND BUY ANYTHING YOU NEED. IN THE ROOM WITH THE FLOATING
MAN, WALK TO THE PEDESTAL AND DRINK FROM THE CHALICE. THE
NOW-UNFLOATING MAN WILL GIVE YOU A PASS.
5: STAND ON THE SWITCH TO DEACTIVATE THE FIRST PIT TRAP. IN THE
NEXT ROOM USE A `DETECT TRAP` OR A `DISARM TRAP` SPELL. USE A
`DISARM TRAPS`SPELL TO DEACTIVATE THE SECOND PIT TRAP IN THE
FIRST ROOM. IN THE ROOM WHERE YOU ARE AMBUSHED BY A SPIDER USE
A `DISARM TRAPS` SPELL TO FIND THE POWER RUNE SCROLL. USE A
`DETECT TRAPS` SPELL IN THE ROOM WITH THE POTION IN IT - THERE
SHOULD BE A SILVER DAGGER IN THE CHEST.
6: PAY THE 50 GP FEE (IF YOU CAN AFFORD IT) TO ENTER THE
VILLAGE. ENTER THE SECOND HOUSE AND COLLECT THE POWER RUNE
SCROLL. WALK THROUGH THE VILLAGE UNTIL YOU ARRIVE AT THE
CROSSROADS. CHANGE TO ANY CHARACTER EXCEPT HEIMDALL AS HE
CANNOT PASS THROUGH EITHER PORTAL. SHOW PASS TO THE TROLL
OUTSIDE THE SHOP.
7: USE A SILVER KEY TO OPEN THE DOOR BEYOND THE SPIDER`S WEB.
THE FIRST TRAIL LEADS TO A ROOM FULL OF POUCHES OF GOLD AND A
CHEST; COLLECT THE POWER RUNE. IF YOU NEED A KEY FIGHT THE
FIRST TROLL YOU MEET AND FOLLOW THE TRAIL. DON`T BOTHER
FIGHTING THE SECOND TROLL AS THE CHEST AT THE END OF THE TRAIL
IS EMPTY.
8: HUNT AROUND UNTIL YOU FIND THE DIAMOND.
9: FIGHT THE DWARF TO GET THE POWER RUNE SCROLL. IN THE ROOM
WHERE YOU ARE AMBUSHED BY A SPIDER THERE ARE TWO CHESTS; COLLECT
THE RUNESTONE. IN THE ROOM CONTAINING THE TREE WITH THREE
BRANCHES USE THE DIAMOND ON THE LEFT BRANCH, THE RUNESTONE ON
THE RIGHT BRANCH AND A SILVER COIN ON THE CENTRE BRANCH. TAKE
THE `SERPENT KILLER` SPELL.
10: OPEN THE CABINET WITH A GOLD KEY AND TAKE THE RUNESTONE. IN
THE ROOM WITH THE SWITCHES ON THE FLOOR, STEP ON THE SWITCH
NEAREST THE DOOR YOU CAME IN. WALK RIGHT AND GO UP THROUGH THE
DOORWAY INTO THE NEXT ROOM. WALK UP, STEPPING ON THE SWITCH AS
YOU PASS IT, THEN WALK LEFT, STEPPING ON THE NEXT SWITCH. GO
DOWN THROUGH THE DOORWAY INTO THE ROOM YOU JUST LEFT. WALK
THROUGH THE OPEN DOOR AND DEFEAT THE SORCERER TO GET THE POWER
RUNE SCROLL. WALK ONTO THE DESIGN ON THE FLOOR AND THE
RUNESTONE WILL TRANSPORT YOU TO A SHOP.
11: KILL THE GREY MONKEY TO GET A `SHRINKING SPELL`.
12: USE THE `SERPENT KILLER` SPELL ON THE SEA MONSTER. GO
THROUGH THE DOORWAY AT THE TOP OF THE FIRST ROOM AND GIVE THE
SIX POWER RUNE SCROLLS TO THE HOODED FIGURE. COLLECT THE STONE
KEY ACROSS THE BRIDGE. USE A JADE KEY TO OPEN THE GATE IN THE
CENTRE OF THE FIRST ROOM (IF YOU DON`T HAVE ONE, GO THROUGH THE
BOTTOM DOORWAY IN THE FIRST ROOM). USE THE STONE KEY TO OPEN
THE NEXT GATE. THE SCROLL IN THE CHEST IS USELESS. USE THE
`SHRINKING` SPELL TO REDUCE THOR`S HAMMER TO A MORE MANAGEABLE
SIZE.
UTGARD
~~~~~~
1: GET THE HELMET AND THE `REVELATION` SPELL FROM THE CHEST IN
THE ROOM WITH THE TWO BULLS HEADS ON THE WALL. STOCK UP ON
ANYTHING YOU NEED FROM THE SHOP.
2: BEFORE SETTING OUT, MAKE SURE YOUR EXPLORATION PARTY IS MADE
UP OF THE THREE CHARACTERS WITH THE HIGHEST RUNELORE RATINGS.
DEFEAT THE DWARF IN THE FIRST ROOM YOU ENTER AND TAKE THE
SIGNET. SHOW THIS TO THE SWORDSMAN WHO ASKS TO SEE THE SEAL OF
THE GODS. LET EACH OF THE CHARACTERS DRINK FROM MIMIR`S WELL -
THIS WILL INCREASE THEIR RUNELORE RATINGS BY 10 POINTS. COLLECT
THE `TELEPORTATION` SPELL. DON`T BOTHER OPENING THE CHEST IN
THE SORCERER`S CHAMBER - IT`S COMPLETELY EMPTY!!
3: GET THE `WATER` SPELL FROM THE CHEST IN THE FIRST ROOM. USE
THE HELMET ON THE PEDESTAL AND TAKE THE DIAMOND KEY.
4: OPEN THE DOOR WITH AN IRON KEY AND GET THE `DISENCHANT` SPELL
FROM THE CHEST. OPEN THE DOOR WITH A SILVER KEY AND USE A
`WATER` SPELL. OPEN THE NEXT DOOR.
5: WALK THROUGH THE LEFT DOORWAY AND TAKE THE GEMSTONES FROM THE
RIGHT CAULDRON. YOU WILL FIND A RUNELORE POTION IN THE NEXT TWO
ROOMS. LEAVE THE ISLAND THE WAY YOU CAME IN TO AVOID SOME
PARTICULARLY NASTY MONSTERS.
6: OPEN THE FIRST GATE WITH A SILVER KEY. GIVE THE GEMSTONES TO
THE DWARF. TAKE THE NECKLACE FROM THE MAN SITTING BY THE
FIREPLACE. DO NOT TRY TO TAKE ANY TREASURE - ALL YOU WILL GET
IS 10 GP AND A KICKING FROM THE DWARF.
7: WALK THROUGH THE LEFT-MOST DOORWAY. OPEN THE DOOR BEYOND THE
SPIDERS WEB WITH THE DIAMOND KEY. GIVE THE RUBY TO THE GODDESS
IDUNA WHO, IN RETURN, WILL GIVE YOU AN APPLE.
8: GIVE THE TROLL 50 GP (IF YOU CAN SPARE IT). ENTER THE HOUSE
ON THE LEFT AND FIND THE SECRET DOOR IN THE ROOM WITH THE THREE
SCROLLS AND A POTION IN IT. GET THE DRAGON`S EGG.
9: GIVE THE NECKLACE, APPLE, DRAGON`S EGG TO THE SISTERS OF
FATE. ENTER THE HOUSE IN THE FIRST ROOM AND USE THE
`DISENCHANT` SPELL. TAKE THE MOUTHPIECE.
10: THE ROUTE TO THE GIANT IS THROUGH THE DOORWAY ON THE FAR
RIGHT OF THE FIRST ROOM, THEN STRAIGHT ON THROUGH THE SECOND AND
THIRD ROOMS. KILL THE GIANT (USE A GIANT KILLER SPELL IF YOU
HAVE ONE). WALK TO THE END BOOK AND USE THE `REVELATION` SPELL.
YOUR REWARDS? ONE `SHRINKING SPELL.
11: USE THE `TELEPORTATION` SPELL TO CROSS THE CHASM. WALK TO
THE HORN AND BLOW IT USING THE MOUTHPIECE. YOUR SHIP WILL BE
MAGICALLY TRANSPORTED TO...
12: ....HERE !! USE THE `SHRINKING` SPELL TO GET YOUR HANDS ONTO
FREYR`S SPEAR.
ASGARD
~~~~~~
1: AS SOON AS YOU STEP ONTO THE ISLAND USE A `DETECT TRAPS`
SPELL. WALK THROUGH THE RIGHT DOORWAY AND PICK UP THE
`REVELATION` SPELL.
2: FIGHT THE MIDDLE TROLL IN THE ROOM CONTAINING THREE TROLLS
(IF YOU`RE AFTER SOME RUNESTONES KILL THE ONE ON THE RIGHT.) GO
THROUGH THE DOORWAY AND EVENTUALLY YOU`LL FIND A POTION, SOME
FOOD AND A `REVELATION` SPELL.
3: KILL THE DWARF AND THE TROLL AND OPEN THE CHEST. WALK
THROUGH THE DOORWAY AND USE THE RUNESTONES (YOU SHOULD HAVE FOUR
OR FIVE BAGS OF THEM BY NOW) TO REVEAL A PATH OVER THE WATER.
COLLECT THE SILVER RING AND THE `REVELATION` SPELL FROM THE
CHEST ON THE OTHER SIDE.
4: USE THE `REVELATION` SPELLS TO BRIDGE THE CHASMS. COLLECT
THE `WATER` SPELL FROM THE CHEST ALONG THE FIRST TRAIL AND THE
BAG OF STONES FROM THE SECOND TRAIL.
5: WALK THROUGH THE DOORWAY STRAIGHT AHEAD OF YOU WHEN YOU LAND
ON THE ISLAND. USE THE BAG OF STONES IN THE EMPTY HATCH. TAKE
THE POUCH OF PEPPER.
6: WALK PAST THE COBWEBS IN THE SECOND ROOM AND THROUGH THE
DOORWAY. STAND IN FRONT OF THE MASTHEAD IN THE ROOM WITH THE
SHIP IN IT. USE THE PEPPER AND TAKE THE SILVER RING.
7: USE A `DETECT` TRAPS SPELL IN THE FIRST ROOM. TO GET THE
SILVER RING IN THE NEXT ROOM, STAND ON THE SWITCHES SHOWN. (SEE
PRESSURE PADS REFERENCE).
8: USE THE `WATER` SPELL IN THE SECOND ROOM. WALK TO THE STEPS
IN THE NEXT ROOM AND USE THE SILVER RINGS. WALK THROUGH THE
DOORWAY ON THE LEFT.
9: ODIN`S SWORD IS IN YOUR GRASP AT LAST AND YOUR MIGHTY QUEST
IS AT AN END! CONGRATULATIONS HEIMDALL - SON OF THE GODS !!!!