Heimdall by JVC Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com Copyright 1996 Chiguretha "Tigresa" Steel and Pansela "Pantera" Steel aka Ice n Ember Queen X. ------------------------------------------------------------------------------- Three Tests ------------------------------------------------------------------------------- Before Heimdall’s real quest begins, he has to undergo The Three Tests, a trio of contests designed to gauge his (and your) adventuring prowess: Axe Throwing (!), Pig Chasing (?), and Boat Fighting (?!). The better Heimdall’s performance in The Three Tests, the more qualified the characters that Heimdall can take with him on his quest. Here are some simple strategies for each of the Tests— but keep in mind that the best strategy of all is simply to take the Tests over and over again until you have them wired. You have to achieve the following scores in order to choose from all 50 characters: cut off all eight pigtails in Axe Throwing, finish with 75 seconds left in Pig Chasing, and finish with 48 seconds left in Boat Fighting. =============================================================================== Axe Throwing =============================================================================== The trick here is not to aim at the middle of each pigtail, but near the end of the pigtail, as far away from the barmaid’s head as you can get. Aim for the higher pigtails first, because the ones at the bottom of the screen are very easy to hit, so you might as well leave them for last. Good performance: Cutting six of the pigtails. Great performance Cutting all eight pigtails. =============================================================================== Pig Chasing =============================================================================== In this Test, one of two things will usually happen: You’ll get lucky and catch the pig right away, or you’ll keep missing the pig and end up with a horrible time, if you catch the pig at all. In any case, here’s what you do, When the Test begins, run down and right and follow the pig as it goes in that direction. (It always runs to the right at the beginning of the Test.) When the pig reaches the right side of the screen, it turns and gets ready to run in a new direction. Get behind it and catch it while it’s running away. If you’re feeling daring, try grabbing the pig from the front. Don’t jump for the pig when you’re too close, and don’t jump when you’re too far away. (The distance really isn’t that hard to judge.) Good performance: Catching the pig with 55 or more seconds left. Great performance Catching the pig with 75 or more seconds left. =============================================================================== Boat Fighting =============================================================================== This is the least interesting of The Three Tests. It’s really just a race against time. Jump onto the boat, turn up and left, and jump rapidly toward the front of the boat. Slash the soldiers out of your way when you reach them and continue jumping. Once you have the bag of gold, turn and face down and right, and jump rapidly again until you reach the back of the boat. You really shouldn’t have any problems with this Test unless you waste time fighting all of the soldiers. Good performance: Claiming the gold with at least 36 seconds left. Great performance Claiming the gold with at least 48 seconds left. ------------------------------------------------------------------------------- Characters ------------------------------------------------------------------------------- There are 30 characters in Heimdall, but you won’t get to see all of them unless you do exceptionally well in The Three Tests. No matter how badly you do in the Tests, however, you get to choose from at least the first 15 characters. You don’t want those wimps in your party, though! You want the strong dudes! Keep redoing the Tests until you at least get to choose from a few characters in the 20 range. If the highest character you can choose from is ranked 25 or higher, you’re in excellent shape. Each character has the following stats: Name/Number: The name of the character and the number of his rank. Class: The class of the character (and we don’t mean graduating class). There are seven different classes: Warrior, Wizard, Shi Navigator, Druid, Blacksmith, and Bezerker. Just take a peek at the character’s Rune Lore to figure out if his class is a magic-using class (at least 1 point of Rune Lore) or a fighting class (no Rune Lore). Strength: The character’s strength. The higher the number, the bigger the muscles (and presumably the more powerful the steroids). Dexterity: The character’s dexterity. The higher the number, the faster and more nimble the character. Luck: The character’s luck. Luck adds a random number to the damage taken by your enemy when you whack him in battle. The higher the number, the bigger the amount of random damage. Health: The character’s health. The higher the number, the more damage the character can take in battle, and from traps, before dying. Keeping your characters healthy is the most important part of the game! Rune Lore: The character’s Rune Lore, or ability to read runes and use magic spells. The more powerful a spell, the higher a character’s Rune Lore needs to be to use it. Rune Lore builds up quickly during the game, so you’ll be casting Wrath Of Odin and Resurrection spells before you know it. Aeglr (1) Warrior Strength 35 Dexterity 35 Luck 15 Health 25 Rune Lore 0 Ormr(2) Wizard Strength 20 Dexterity 21 Luck 21 Health 15 Rune Lore 22 Yimna (3) Shipwright Strength 36 Dexterity 10 Luck 18 Health 15 Rune Lore 0 Jarmes (4) Navigator Strength 22 Dexterity 27 Luck 42 Health 17 Rune Lore 10 Olaf (5) Druid Strength 5 Dexterity 25 Luck 13 Health 13 Rune Lore 32 Meibrid (6) Blacksmith Strength 40 Dexterity 25 Luck 28 Health 27 Rune Lore 0 Karl (7) Warrior Strength 38 Dexterity 37 Luck 35 Health 30 Rune Lore 0 Fridi (8) Druid Strength 8 Dexterity 28 Luck 27 Health 21 Rune Lore 32 Blafotr (9) Wizard Strength 25 Dexterity 25 Luck 20 Health 27 Rune Lore 38 Ulf(10) Warrior Strength 40 Dexterity 38 Luck 25 Health 36 Rune Lore 0 Alfrun (11) Blacksmith Strength 44 Dexterity 23 Luck 10 Health 38 Rune Lore 0 Slengr (12) Beserker Strength 40 Dexterity 35 Luck 30 Health 36 Rune Lore 5 Cookta (13) Warrior Strength 40 Dexterity 42 Luck 32 Health 39 Rune Lore 0 Hildr (14) Druid Strength 10 Dexterity 30 Luck 38 Health 30 Rune Lore 38 Egil(15) Navigator Strength 25 Dexterity 27 Luck 44 Health 35 Rune Lore 18 Gerfast (16) Shipwright Strength 38 Dexterity 12 Luck 38 Health 34 Rune Lore 0 Toki (17) Blacksmith Strength 45 Dexterity 33 Luck 32 Health 42 Rune Lore 0 Brandr (18) Beserker Strength 43 Dexterity 42 Luck 35 Health 39 Rune Lore 10 Esti (19) Warrior Strength 42 Dexterity 42 Luck 25 Health 42 Rune Lore 0 Gamal (20) Wizard Strength 27 Dexterity 28 Luck 37 Health 36 Rune Lore 38 Asa(21) Druid Strength 12 Dexterity 35 Luck 40 Health 32 Rune Lore 39 Svencyr (22) Beserker Strength 46 Dexterity 45 Luck 35 Health 42 Rune Lore 15 Yurr (23) Warrior Strength 45 Dexterity 44 Luck 37 Health 44 Rune Lore 0 Leoba (24) Wizard Strength 30 Dexterity 31 Luck 39 Health 38 Rune Lore 42 Skotr (25) Shipwright Strength 40 Dexterity 10 Luck 41 Health 39 Rune Lore 0 Eymund (26) Blacksmith Strength 48 Dexterity 32 Luck 37 Health 48 Rune Lore 0 Slgga (27) Wizard Strength 35 Dexterity 30 Luck 40 Health 40 Rune Lore 47 Ihir (28) Druid Strength 17 Dexterity 40 Luck 44 Health 38 Rune Lore 40 Erildr (29) Warrior Strength 47 Dexterity 46 Luck 40 Health 49 Rune Lore 0 Yeda (30) Beserker Strength 50 Dexterity 49 Luck 45 Health 49 Rune Lore 20 ------------------------------------------------------------------------------- Items ------------------------------------------------------------------------------- Item Name: The name of the item. Duh. World: The world where the item is found (Midgard, Utgard, or Asgard). Description: A description of the item. (This is the same description you get when you use the Examine command in the game.) Location: The island and room where the item is found. Function: What the item is used for. How Obtained: How to get the item. This is usually quite obvious—you don’t really need us to write “pick up the item from the ground” a zillion times, do ya?—so you won’t see this bit of information very much. APPLE World: Utgard. Description: This is an apple from the orchard of Iduna. It is used by the Gods to maintain their youth and vigor. Location: Island 7, Iduna’s Orchard. Function: Given to the wise Sister of Fate on Island 9. How Obtained: Talk to Iduna and she gives you the Apple. BAG OF STONES World: Asgard. Description: This is a small bag which contains some surprisingly heavy stones. Location: Island 2, Room 1. Function: Used to get the Powder in Island 1, Room 5. BRINSAGAMEN World: Utgard. Descrlption: This is the necklace, Brinsagamen. It bears the craftsmanship of a master. It is truly worthy of the Gods. Location: Island 6, Right Hut. Function: Given to the elder Sister of Fate on Island 9. How Obtained: Talk to the Dwarf in the Hut and he gives you the Brinsagamen. CHARM World: All Worlds. Description. This is a silver charm with a Rune carved onto it. Location. Many locations. Function: The Charm increases your Dexterity by 5 points when you have it in your inventory. CIRCLET World: All Worlds. Description: This is a beautifully crafted circlet seemingly made for a small woman. Location: Many locations. Function: The Circlet decreases your Strength and Dexterity by 5 points when you have it in your inventory. Therefore, discard it as soon as possible! DIAMOND World: Midgard. Description: This is an exquisitely crafted diamond. Location: Island 7, Room 9. Function: The Diamond is one of three items used to solve the tree puzzle on Island 9. DRAGON’S EGGS World: Utgard. Descrz These are two unhatched Dragon eggs. Location: Island 8, Room 7. Function: Given to the young Sister of Fate on Island 9. How Obtained: Cast the Detect Doors spell in Island 8, Room 6, to reveal a hidden door. Go through the hidden door to find the Eggs. HELMET World: Utgard. Descrzption: This is a helmet crafted in the traditional Nordic style. Location: Island 1, Room 5. Function: Used to obtain the Diamond Key on Island 3. HEMLOCK World: Midgard. Description: The herb Hemlock is used in the making of poisonous potions. However this art has only ever been mastered by the druids. Location: Island 3, Room 1. Function: Give the Hemlock to the Druid on Island 2 in exchange for a chest full of goodies. MOUTHPIECE World. Utgard. Description: This is a mouthpiece which seems as if it fits a very large horn. Location: In the Temple on Island 9. Function: Used to blow the horn on Island 11. How Obtained: Cast the Disenchant spell on the Mouthpiece so that you can pick it up. PASS World: Midgard. Description: This seems to be some kind of market pass. Location: Island 5, Room 6. Function: The Pass is given to a guard to enter the Market on Island 6, although you can also fight your way past the guard. How Obtained: Drink from the chalice to free the Druid from his enchantment. Talk to him and he gives you the Pass. POWDER World: Asgard. Description: The contents of this bag look like pepper. Location: Island 1, Room 5. Function: Used to make a boat sneeze (!) on Island 3. How Obtained: Place the Bag of Stones into the empty hole in the wall and take the Powder from the the other hole. POWER RUNE SCROLL World: Midgard. Description: This scroll bears the power rune [of six different symbols]. Location: Six different locations throughout Midgard. Function: The six Power Rune Scrolls are given to the Druid on Island 12 in exchange for a Stone Key. You can also fight past the Druid if you don’t have all six Scrolls. RING World: All Worlds. Descrl This is a golden, but otherwise plain, ring. Location: Many locations. Function: None, other than filling up a precious slot in your constantly packed inventory. Try selling Rings at the shops for a little extra gold. RUBY World: Utgard. Description: This is a finely polished red ruby. Location: Island 4, Room 8. Function: Given to Iduna on Island 7 in exchange for an Apple. RUNESTONE R World: Midgard. Description: This stone has the rune R carved into it. Location: Island 9, Room 5. Function: The Runestone R is one of three items used to solve the tree puzzle on Island 9. RUNESTONES World: Asgard. Description: This is a small pouch which contains some stones with various runes carved on them. Location: Many locations. Function: Used to make an invisible path glow in Island 4, Room 2. SAPPHIRE World: Midgard. Description: This is a beautiful sapphire, but it shows no sign of any worthwhile properties. Location: Island 2, Room 3. Function: None. Sell it off at a shop for some easy gold. SIGNET World: Utgard. Description: This signet bears the seal of Iduna, keeper of the orchard of the Gods. Location: Island 2, Room 1. Function: Used to get past the guard in Island 2, Room 6. SILVER COIN World: Midgard. Description: The coin has the image of Odin imprinted on it. Location: Island 3, Room 2 (and several other locations). Function: The Silver Coin is one of three items used to solve the tree puzzle on Island 9. A Silver Coin is also used to bribe the Village guard on Island 4. SILVER RING World: Asgard. Description: This is a ring made purely from silver. Location: There are three Silver Rings and three different locations. Island 3, Harbor; Island 4, Room 2; Island 6, Room 2. Function: The three Silver Rings are used in Island 7, Room 3 to retrieve Odin’s Sword. ------------------------------------------------------------------------------- Weapons ------------------------------------------------------------------------------- Weapon Name: We refuse to describe such a blatantly obvious category. Strength: The strength of the weapon. The higher the number, the stronger the weapon. Description: A description of the item. (This is the same description you get when you use the Examine command in the game.) Weapon Name: Axe Strength: 0 Description: The type of axe that is used by a woodcutter. Weapon Name: Runic Axe Strength: +1 Description: The Runesmith who made this axe has blessed it with the rune I/I. It will inflict one more point of damage than that of a normal axe. Weapon Name: Runic Axe II Strength: +2 Description: The Runesmith who made this axe has blessed it with the rune B. It will inflict two more points of damage than that of a normal axe. Weapon Name: Adamant Axe Strength: +3 Description: The head of this axe is much stronger than that of a normal axe. It will add a bonus of three points to any damage that it does. Weapon Name: Stone Axe Strength: +4 Description: This axe is made from stone and will prove more sturdy than a normal axe. It will inflict four more points of damage than that of a normal axe. Weapon Name: Dagger Strength: 0 Description: This is a standard throwing dagger. Weapon Name: Silver Dagger Strength: +2 Description: The blade of this dagger is entirely silver. It will give a bonus of two points of damage to any opponent that it hits. Weapon Name: Sword Strength: 0 Description: The sword is a standard blade as carried by most fighters. Weapon Name: Runesword Strength: +2 Description: This sword has been wrought by a Runesmith and it bears the Rune I/I. It will add two extra points of damage to any opponent that it hits. Weapon Name: Runesword II Strength: +3 Description: This sword has been wrought by a Runesmith and it bears the Rune B. It will add three extra points of damage to any opponent that it hits. Weapon Name: Crystal Sword Strength: +4 Description: The blade of this sword is entirely silver. It will give a bonus of four points of damage to any opponent that it hits. Weapon Name: Thunder Blade Strength: +6 Description: This is a sword that has been tempered from the elements by a Runesmith of great skill. It will give a bonus of six points of damage to any opponent that it hits. Weapon Name: Storm Blade Strength: +8 Description: The esscence of this sword is that of a storm. Gales, thunder, and lightning are all contained in its blade It will give a bonus of eight points of damage to any opponent that it hits. ------------------------------------------------------------------------------- Spells ------------------------------------------------------------------------------- Heimdall is absolutely loaded with great magical spells, but there’s a catch. To cast a spell, your character has to have a high enough Rune Lore rating. Otherwise, he won’t even know how to read the scroll, much less cast the spell written on it. But how do you figure out how close you are to being able to cast that juicy Call of Valhalla spell you just picked up? For each spell, three pieces of information are listed: Spell Name: The name of the spell. Rune Lore: The Rune Lore rating needed to cast the spell. Spell Name: Aesir's Dex Rune Lore: 40 Spell Name: Aesir's STR Rune Lore: 40 Spell Name: Baldur's Bane Rune Lore: 45 Spell Name: Call of Valhalla Rune Lore: 50 Spell Name: Curse Foe Rune Lore: 15 Spell Name: Descension Rune Lore: 15 Spell Name: Detect Doors Rune Lore: 23 Spell Name: Detect Traps Rune Lore: 10 Spell Name: Disarm Traps Rune Lore: 30 Spell Name: Disenchant Rune Lore: 10 Spell Name: Energy (one) Rune Lore: 20 Spell Name: Energy (all) Rune Lore: 50 Spell Name: Extra Heal Rune Lore: 40 Spell Name: Fire Rune Lore: 25 Spell Name: Giant Strike Rune Lore: 15 Spell Name: Hand of Loki Rune Lore: 85 Spell Name: Ice Rune Lore: 25 Spell Name: Invisibility Rune Lore: 40 Spell Name: Invulnerability Rune Lore: 40 Spell Name: Might of Thor Rune Lore: 75 Spell Name: Niflheim Curse Rune Lore: 80 Spell Name: Remove Wall Rune Lore: 20 Spell Name: Resurrection Rune Lore: 60 Spell Name: Revelation Rune Lore: 10 Spell Name: Serpent Killer Rune Lore: 40 Spell Name: Shrinking Rune Lore: 10 Spell Name: Teleportation Rune Lore: 10 Spell Name: Vanir's Dex Rune Lore: 25 Spell Name: Vanir's STR Rune Lore: 25 Spell Name: Wall of Energy Rune Lore: 40 Spell Name: Water Rune Lore: 10 Spell Name: Wrath of Odin Rune Lore: 65 ------------------------------------------------------------------------------- Basic and Battle Strategies ------------------------------------------------------------------------------- -=Basic Strategies=- Most game players have their own unique methods of arranging the characters in their party and the items they’re carrying, so we won’t be presumptuous enough to say that our method is the best one (even though it is). We’ll just explain how we play the game and let you decide if you want to copy us or not. Firstly, we only use three characters throughout the game: Heimdall, the strongest magic-user in the party, and the strongest fighter in the party. The other three characters get to stay on the boat and swab the decks. Why, you ask? Because when you keep taking the same two guys along with Heimdall, they become stronger much faster than if you take two new characters every time you hit a new island. In other words, would you rather have two very strong characters and three very weak characters, or five so-so characters? We prefer having two buff dudes, thank you. Secondly, we have each character carry certain objects, so as to keep as many inventory slots free as possible. Each character can only hold 10 items, so it’s crucial to spread the load around. Heimdall, being an all-purpose kind of guy, should carry miscellaneous items that don’t belong with the other two characters, and items that will be needed to solve puzzles on the island you’re currently exploring. Also make sure you leave a slot open for the Charm (which boosts Heimdall’s Dexterity by 5 points). We stick the magic-user with scrolls and other magic objects. Heimdall will end up needing to hold a few scrolls as well, because you’ll find too many during the quest for one character to carry. The fighter in the party gets to carry all of the Keys (which will eventually fill up more than half of his 10 item slots), the Gold, and the Provisions. -=Saving=- You guys don’t know how easy you have it! In the original computer versions of Heimdall, you could only save the game when you were on the boat. That’s right, friends and neighbors, you couldn’t save at all while exploring an island. You just had to take your chances and hope you didn’t get wiped out before you limped back to the boat. But the Sega CD version lets you save whenever you dam well please. How truly wimpy. if you want to play Heimdall as it was truly intended to be played, go through the game without saving unless you’re on the boat. Go on. We dare you. Anyway, enough jealous rambling. If the programmers decided to let you save the game whenever you want, you might as well take advantage of the feature. Save frequently! Save before you enter an unknown room or before you enter any risky situation. Of course, you should not save the game when you’re in bad shape—for example, if two of your characters are dead and you’re being attacked by a Giant. -=Traps=- There are four types of traps in Heimdall: arrow traps, chest traps, clamp traps, and pit traps. Arrow traps are the nastiest traps in Heimdall, because they usually go off when you least expect them to, and every arrow that hits you takes off a whopping 10 Health points. Look for telltale arrow slots on the wall, and be ready to dodge arrows every time you walk onto a plate, because you might be setting off an arrow trap. Chest traps are just that: traps placed inside chests that go off when you open them. Chest traps only take off a few Health points, but over time, the accumulated damage can kill you off. For this reason, before you open a chest, it’s wise to switch to the character in your party with the most Health. That way, if a trap goes off, he won’t kick the bucket. If you’re really paranoid, go ahead and use Disarm Traps spells, but try to save them for situations where you really need them. Clamp traps are the least dangerous traps in the game, because you can always see them on the ground, and therefore always avoid them. Pit traps are trap doors concealed in the floors of rooms. There are no visual clues are to where pit traps are located; you find about ‘em when you plunge feet-first into ‘em. Like the chest traps, pit traps only take off a small amount of Health, but they’re much more dangerous than chest traps because you can keep falling into them! Once a chest trap goes off, it’s gone, but pit traps are always there for you to stumble into. Most of the rooms in the game are pit-free, but a few of them are absolutely filled with pits, usually in the nastiest possible places. You know you’re in one of these pit-filled rooms when you fall into two or three hidden pits in a row. This is usually a good time to use a Detect Traps or Disarm Traps spell. (The Disarm Traps spell is better saved for the chest traps, however.) -=Battle Strategies=- If you’re going to survive the battle sequence, you need to learn to watch your enemy and start your attack just as the enemy starts his (or its). You can’t just keep attacking continuously and expect to do any damage. Your enemy may look dumb, but he’ll just keep dodging your attacks until you take a breather. As soon as you see the enemy start his attack—lifting his axe, winding up his club—start your attack and you’ll hit the enemy before he can hit you. And now for some shocking news: You don’t really need to use any weapons or any spells during battle. You can do perfectly well by simply using the Punch attack to repeatedly feed your attacker a knuckle sandwich. Stronger characters are obviously better suited to attacking with Punches—particularly Heimdall— but any character can use this technique successfully. Why is the Punch so good to use? Because it’s the fastest attack. When you throw a Dagger or swing an Axe, there’s a brief delay before you can strike again, and your enemy might be able to hit you during the delay. But when you throw a Punch, you can throw another one immediately. No muss, no fuss, no waiting. Of course, you should try the different weapons at some point, if only to see how cool they look, but rely on the Punch to get you through the game. After you win a battle, always search for treasure. Several guards hold items that are absolutely necessary for you to complete the quest, but you won’t get them if you don’t look for them! Since you don’t really need all those battle spell scrolls you keep finding, you can safely discard most of them without fear. Do not, however, discard the Serpent Killer scroll. This one is required to finish the game. ------------------------------------------------------------------------------- Walkthrough ------------------------------------------------------------------------------- The walkthrough is divided into three parts, just like the game: Midgard, Utgard, and Asgard. The islands on each of the three world maps are numbered in the order that you visit them during the Walkthrough. Many of the chests you open during the Walkthrough are trapped. Make sure that the character you’re using has plenty of Health points before you open a chest. Save frequently! Even with this Walkthrough, you never know when you’ll stumble into a deadly trap or get killed by a powerful enemy. If you can’t sail directly to an island because the route is too dangerous, sail to an island in between and try again. =============================================================================== Part 1: Madgard =============================================================================== -=Island 1=- Room 1: Pick up the items on the ground and walk through the southeast door into Room 2. Room 2: Defeat the Guard to obtain the Descension scroll from him. Pick up the Key and the Revelation scroll and walk through west door into Room 3. Room 3: Cast the Revelation spell to create a bridge across the gap. Walk over the bridge and pick up the Power Rune Scroll. Walk through the west door to leave the island. Sail to Island 2 and make sure that your characters are carrying the Descension scroll before they disembark. -=Island 2=- Room 1: Walk on Switches 2, 6, and 1 to close all three pits. (Switch 1 is the farthest plate to the left, while Switch 6 is the farthest plate to the right.) Walk through northeast door into Room 2. Room 2: Open the chest and take the items inside. Defeat the Guard and unlock the door behind him with a normal Key. Walk through the northeast door into Room 3. Room 3: Open the chest and take the items inside. Cast the Descension spell to lower the raised platform to the ground and take the Sapphire. Walk through the northeast door into Room 4. Room 4: The Druid asks you for Hemlock, but you don’t have it just yet. Well, then, let’s go get it! Walk back to Room 1 and leave the island. Sail to Island 3. -=Island 3=- Room 1: Cast a Disarm Traps spell and open the chest in the north corner of the room. Take the Hemlock and Remove Wall scroll inside. Leave the island and sail to Island 2. Make sure that your characters are carrying Hemlock before they disembark. -=Island 2=- Rooms 1, 2, 3: Keep walking northeast through the rooms until you reach Room 4. Room 4: Give the Hemlock to the Druid and he makes a chest appear, along with an exit back to the ship. Open the chest and take the items inside, then walk through the exit. Sail to Island 3. -=Island 3=- Room 1: Walk through the left-hand door on the east side of the room to enter Room 2. Room 2: Pick up the items on the ground and defeat the Creature. Open the chest and take the items inside. Walk through the northeast door into Room 3. Room 3: Scurry past the arrow traps and open the chest. Take the items inside and walk back to Room 1. Room 1: Walk through the right-hand door on the east side of Room 1 to enter Room 4. Room 4: Defeat the Guard, pick up the Detect Traps scroll, and open the chest (there’s nothing inside, though). Walk through the southeast door into Room 5. Room 5: Pick up the Detect Doors scroll and walk through the west door into Room 6. Room 6: Walk through the room and pick up the coins from the ground, then walk into Room 6-5 (the second door from the right). Room 6-5: Defeat the Guard, open the chest and read the helpful hint on the scroll inside. (Discard it when you’re done reading it.) Walk back to Room 6 and walk into Room 6-4 (the third door from the right). Room 6-4: Defeat the Guard, open the chest and take the items inside. Walk back to Room 6 and unlock the door to Room 6-3 with a normal Key. Walk inside. Room 6-3: Defeat the Guard, but don’t bother opening the chest, because it’s armed with a trap and it’s empty. Walk back to Room 6 and walk into Room 6- 2 (the third door from the left). Room 6-2: Pick up both scrolls and Room 7 is teeming with pits. Cast a Detect Traps or Disarm Traps spell. walk back to Room 6. Enter Room 6-1 (the second door from the left). Room 6-1: Defeat the Creature and pick up the Detect Traps scroll. Open the chest and take the items inside. Walk back to Room 6. Room 6: Walk through the southwest door into Room 7. Room 7: Cast the Detect Traps spell (you have more than enough of them by now!) to reveal the multitude of pit traps in the room. Open up the empty chest and walk through the west door into Room 8. Room 8: pick up the Provisions and open the chest. Take the items inside and walk through the northeast door (directly to the right of the chest) into Room 9. Room 9: Defeat the Creature and take the Extra Heal scroll out of the chest behind him. Walk back to Room 8. Room 8: Walk through the northwest door into Room 10. Room 10: Walk right and use a normal Key to unlock the door. Walk through the east door into Room 11. Room 11: Defeat the Guard and walk to the southeast end of the room. Pick up the Provisions and cast the Remove Wall spell. Pick up the Detect Doors scroll and open the chest. Inside is a Runic Axe, some Provisions, and a Wrath of Odin scroll (although you probably won’t have enough Rune Lore to read it yet). Retrace your steps and walk all the way back to Room 1. Room 1: Walk through the west door into Room 12. Room 12: Walk through the northwest door into Room 13. Room 13: Pick up both scrolls. Open the chest and take the Key and Disarm Traps scroll inside. Stand near the door to Room 12 and cast the Detect Doors spell to reveal a hidden door. Walk through the hidden door into Room 14. Room 14: Pick up the Energy (One) scroll and Pouch, then defeat the Guard in front of the east door. Walk through the east door into Room 15. Room 15: Walk along the left side of the room as you move up and left. This way, you’ll avoid being hit by the arrow traps that you set off as you move through the room. Walk through the north door into Room 16. Room 16: Defeat the sneak-attack Guard and then cast the Disarm Traps spell to get rid of the pit traps surrounding the pressure plate. Walk onto the pressure plate to close the pit in front of the north door. Walk through north door into Room 17. Room 17: Open the chest and take the Key inside. Go through the left door into Room 17-1 and defeat the Creature. Return to Room 17 and go through the right door into Room 17-2. Defeat the second Creature and return to Room 17. Now walk through the middle door to leave the island. Sail to Island 4. -=Island 4=- Room 1: Cast the Disarm Traps spell to get rid of the pit in front of the door to Room 3. Walk to the right and fight the Spider inside the web. Walk onto the switch to disarm the pit in front of the door to Room 2 (on the left side of the web). Walk through the west door into Room 2. Room 2: Walk northeast, open the chest, and take the items inside. Walk back to Room 1. Room 1: Walk through the east door into Room 3. Room 3: Pick up both scrolls and walk through the northeast door into Room 4. Room 4: Defeat the Guard and cast a Detect Traps spell to reveal the pit traps in the room. Pick up the Potion on the ground. Open the chest and take the items inside. Walk back to Room 3. Room 3: Walk to the middle of the room (look for the clamp trap on the ground) and then walk through the southeast door into Room 5. Room 5: Defeat the Creature and pick up the Gold Coin from the ground. Walk southeast and walk through the door on the right into Room 6. Room 6: Cast a Disarm Traps or Detect Traps spell to reveal the two pits in this narrow corridor. Walk through the northeast door into Room 7. Room 7: Walk to the end of the room and pick up the Ruby Key. Walk back to Room 5. Room 5: Walk southwest through the “door” (although it doesn’t look like one) into Room 8. Room 8: Cast a Detect Traps or Disarm Traps spell. Walk to the left and fight the sneak-attack Spider. Keep walking left and pick up the Power Rune scroll. Return to Room 1 and leave the island. Sail to Island 5 and make sure that your characters are carrying the Sapphire before you disembark. -=Island 5=- Room 1: Walk across the third plate from the left, and only the third plate, to avoid activating more pit traps in front of the two chests (and therefore making them impossible to reach unless you cast a Disarm Traps spell). Open both chests and take the scroll inside each one. Walk through the north door between the chests into Room 2. Room 2: Defeat the Creature and walk through the north door into Room 3. Room 3: Open the chest and take the Runic Axe +2 if you need it. Go past the chest and walk through the northwest door into the Village. Village: Pay the Guard a Silver Coin to pass without getting into a battle. You may want to fight him just to build your experience points. Either way, get past the Guard and pick up the scroll on the doorstep of the Shop. Read the scroll, discard it, and walk into the Shop. Shop: Sell the Sapphire for 200 Gold and buy yourself some Provisions. (You could buy other items, but you don’t really need to, because you’ll get them all for free at one point or another during the game.) When you’re done buying, leave the Shop. Village: Keep walking northward from the shop until you appear back indoors in Room 4. Room 4: Pick up both scrolls from the ground and walk through the northeast door into Room 5. Room 5: Defeat the Guard and go through the door he was guarding into Room 6. Room 6: Defeat the Creature, walk to the altar, and drink from the chalice to free the druid from his enchantment. He gives you a Pass in gratitude. Walk through the north door to leave the island. Sail to Island 6. Make sure that your characters are carrying the Pass before they disembark, and make sure that you have one fighter and one magic-user in your party (although you already should!). -=Island 6=- Village: Pay the Guard 50 Gold to enter, or defeat him in battle. (You’ll find 100 Gold in a few moments, so go ahead and pay the toll unless you’re feeling extremely violent.) Open the chest between the two huts and take the Extra Heal scroll inside, then go into the Hut on the left. Hut: Defeat the Guard and pick up the Pouch and scroll behind him. The Pouch has 100 Gold inside, and the scroll is one of the valuable Power Rune Scrolls. Walk back out to the Village. Village: Walk north along the path to the Way of the Warrior/Way of the Druid. Way of the Warrior/Way of the Druid: Pick up the scroll and read the message, then discard the scroll. Switch to the Warrior or Druid in your party, then take the appropriate path by walking into the glowing portal. Warrior Path 1: Defeat the Creature, open the chests, and take the items inside. Walk through the east door to Warrior Path 2. Warrior Path 2: Defeat the Guard, pick up the Provisions from the ground. Open the chest and take the items inside, then walk through the east door to the Market. Druid Path 1: Use the Teleportation spell to get across the pits in the middle of the path. Walk through the northwest door to Druid Path 2. Druid Path 2: Defeat the Sorcerer and pick up the Provisions on the ground. Don’t bother opening the chest (it’s trapped and empty). Walk through the northwest door to the Market. Market: Give the Pass to the Guard and do a little shopping in the Market if you need to (which you probably don’t, unless you need or want some Provisions). Walk southeast from the Market to leave the island. If you want to go through the Island again (to play through the Way of the Warrior or the Way of the Druid, whichever one you didn’t choose), disembark the ship and have at it. When you’re ready to move on, sail to Island 7. -=Island 7=- Room 1: Walk northeast and defeat the sneak-attack Creature. Open the chest and take the items inside. Walk through the northeast door into Room 2. Room 2: Walk through the southeast door into Room 3. (Watch out for the clamp trap on the way through.) Room 3: Defeat the Guard, open the chest, and take the items inside. Walk back to Room 2. Room 2: Walk northwest to the locked door. Unlock it with a normal Key and walk through the door into Room 4. Room 4: Open the chest and take the Curse Foe scroll inside. Walk through the door across from the chest into Room 5. Room 5: There are two dangerously placed pits in this room, so be careful as you walk to the right and pick up the Potion. Drink the Potion to boost your Rune Lore by 5 points and walk back to Room 4. Room 4: Defeat the sneak-attack Spider and walk through the east door into Room 6. Room 6: Walk southeast and pick up the Pouch of 10 Gold (ooh!), then walk through northwest door into Room 7. Room 7: Defeat the Creature, pick up the Pouch of 100 Gold, and unlock the northeast door with a Silver Key. Walk through the door into Room 8. Room 8: Open the chest and take the items inside. Walk to the far right and pick up the Pouch. Walk through the southeast door into Room 9. Room 9: Pick up the Diamond. Walk all the way back to Room 1 and leave the island. Sail to Island 8. -=Island 8=- Room 1: Open the chest and take the items inside. Defeat the Sorcerer for a very helpful Potion and Key and a very bad Circlet. Discard the Circlet immediately, because it reduces both your Strength and Dexterity by 5 points when you have it in your inventory. Walk through east door into Room 2. Room 2: Walk down the hall and defeat the Spider in the web. Continue down the hall and walk through the east door into Room 3. Room 3: Pick up the Provisions and the Key and walk through the south door into Room 4. Room 4: Unlock the west door with a Silver Key and walk into Room 5. Room 5: Pick up the Silver Key on the ground and unlock the north door with a normal Key. Walk through the door into Room 6. Room 6: This room is basically a big “maze.” You can fight the two club- wielding Guards to build up your experience points, but neither of them have anything and the chest they’re Guarding is empty! Explore the maze until you find three Pouches and a Power Rune Scroll on the ground next to them. When you’re done exploring, walk back to Room 1 and leave the island. Sail to Island 9 and make sure that your characters are carrying the Diamond and Silver Coin before they disembark. -=Island 9=- Room 1: Walk through the east door into Room 2. Room 2: Pick up the Gold Coin from the ground and walk northwest into Room 3. Room 3: Defeat the Dwarf, who has a Power Rune Scroll in his grubby little hands. Once you’ve defeated him, walk north and pick up the Provisions and Pouch from the ground, then walk back intO Room 2. Room 2: Walk through the southeast door into Room 4. Room 4: Defeat the Guard, walk past him, and pick up the Potion from the ground. Drink it and walk through the southwest door into Room 5. Room 5: Defeat the sneak-attack Spider. Open both chests and take the items inside. Return to Room 4. Room 4: Walk through the southeast door into Room 6. Room 6: Pick up the Provisions and walk through the southeast door into Room 7. Room 7: Pick up and read the scroll for a clue, then discard it when you’re done. Place the Diamond on the left plate (actually, the plate nearest the top of the screen), the Runestone on the right plate (the southeast plate), and a Silver Coin on the middle plate (the southwest plate). All three objects disappear and a scroll appears in the tree. Pick it up to find that it’s a Serpent Killer scroll. Very nice! Walk all the way back to Room 1 and leave the island. Sail to Island 10. -=Island 10=- Room 1: Unlock the northwest door (across from the Guard) with a Silver Key and go through the door into Room 2. Room 2: Defeat the sneak-attack Spider. Pick up the Potion and drink it. Walk back to Room 1. Room 1: Defeat the Guard, open the chest behind him, and take the items inside. Walk through the northeast door into Room 3. Room 3: Unlock the door with a normal Key and enter Room 4. Room 4: Defeat the Guard. Open the small doors with a Gold Key and take the Runestone inside. Defeat the Creature. Open the northeast door with a normal Key and walk through the door into Room 5. Room 5: Defeat the Creature and walk through the east door into Room 6. Room 6: Walk to the right without hitting any of the switches on the ground. Walk through the east door into Room 7. Room 7: Walk onto the switch on the ground and go left around the corner. Walk onto the second plate and go through the left door back into Room 6. Room 6: Walk onto the first switch on the ground and the door to Room 8 opens up. Walk through the door. Room 8: Defeat the Sorcerer and walk onto the circle to teleport to the Village. Village: Enter the Shop. Shop: Buy Provisions if you need them and leave the Shop. Village: Walk north along the path and leave the island. Sail to Island 11. -=Island 11=- Room 1: Walk through the first door in the hall into Room 2. Room 2: Pick up the Provisions on the ground and walk through the northwest door into Room 3. Room 3: Walk through east door (it’s directly southeast of the pit) into Room 4. Room 4: Defeat the Creature and walk down the hall to the chest. Open the chest and take the items inside. Walk back to Room 3. Room 3: Walk northwest past the pit and defeat the sneak-attack Spider. Go through the north door into Room 5. Room 5: This room’s a dead-end. (So why did we have you come here? Just so you see every room in the game!) Walk back to Room 2 (the room where you found the Provisions). Room 2: Walk past the two pits and walk through east door into Room 6. Room 6: Defeat the Sorcerer, pick up the scroll, and walk through the east door into Room 7. Room 7: Defeat the sneak-attack Creature and walk through the east door (not the door below the pits!) into Room 8. Room 8: Pick up the Silver Coin and Resurrection scroll. Walk through the north door (in the top wall) into Room 9. Room 9: Defeat the Sorcerer and pick up and drink the Potion. Walk back to Room 7 (the room with the two pits). Room 7: Walk through the southwest door (directly across from the door you’re standing in) into Room 10. Room 10: Watch out for the arrow trap as you enter the room. Defeat the Creature and walk through the southwest door into Room 1. Room 1: Leave the island and sail to Island 12. Make sure that your characters are carrying all six Power Rune Scrolls before they disembark. -=Island 12=- During your journey to Island 12, your ship is attacked by a sea serpent. Quickly cast the Serpent Killer spell to eliminate the serpent before it kills anyone in your adventuring party. When the serpent is defeated, you finish sailing to Island 12. Disembark to appear in Room 1. Room 1: Defeat all three Creatures (you might as well get them all of once, since you need to go through all three doors). Walk through the southeast door into Room 2. Room 2: Use a Detect Traps or Disarm Traps spell to find all of the hidden pits. Walk to the right side of the room. Defeat the sneak-attack Spider and pick up the Jade Key. Walk back to Room 1. Room 1: Walk through the north door into Room 3. Room 3: Pick up the Provisions on the ground. Walk to the Druid and give him all six Power Rune Scrolls to pass safely. You can also fight and defeat the Druid, but if you spent all this time collecting the Scrolls, you might as well use them! Cross the bridge and pick up the Stone Key from the ground. Walk back to Room 1. Room 1: Unlock east door with a jade Key and walk through door into Room 4. Room 4: Walk across the room and defeat the numerous sneak attackers along the way. Unlock the door on the east side of the room with the Stone Key and walk through the door into Room 5. Room 5: Open the chest and take the Provisions. Cast the Shrinking spell to retrieve Thor’s Hammer (which is hidden in the background; do you see it?) and complete the first quest! =============================================================================== Part 2: Utgard =============================================================================== -=Island 1=- Room 1: Defeat Sorcerer and walk through the door he was guarding into Room 2. Room 2: Walk through the southeast door into Room 3. Room 3: Pick up the Provisions from the ground and defeat the sneak-attack Creature. Walk through the east door into Room 4. Room 4: Walk through the east door into Room 5. Room 5: Defeat the Guard and the sneak-attack Spider in the right-hand cage. Open the chest and take the items inside. Walk back to Room 4. Room 4: Walk through the stone archway into the Shop. Shop: Buy Provisions if you need or want them and leave the Shop. Room 4: Walk back to Room 1 and leave the island. Sail to Island 2. -=Island 2=- Room 1: Walk to the left and defeat the Dwarf to get the Signet. Walk right (pick up the Provisions along the way) and walk through the east door into Room 2. Room 2: Pick up the Resurrection scroll and walk through the north door into Room 3. Room 3: Go through the door on the left side of the pit into Room 4. Room 4: Defeat the Creature and walk back to Room 3. Room 3: Walk through the door on the right side of the pit into Room 5. Room 5: Defeat the Sorcerer. There’s nothing in the chest, so don’t bother opening it. Walk back to Room 3. Room 3: Walk through the southeast door into Room 6. Room 6: Give the Signet to the Guard. Walk through southeast door into Room 7. Room 7: Pick up the Teleportation scroll. Have all three characters drink from Mimir’s Well (each character gets +10 Rune Lore). Walk back to Room 1 and leave the island. Sail to Island 3 and make sure that your characters are carrying the Helmet before they disembark. -=Island 3=- Room 1: Open the chest and take the items inside. Walk through the west door into Room 2. Room 2: Defeat the Sorcerer, open the chest, and take the items inside. Walk through the east door into Room 3. Room 3: Pick up the Provisions and go through the north door into Room 4. Room 4: Open the chest and take the items inside. Defeat the Guard. Walk through the east door into Room 5. Room 5: Walk between the helmets and defeat the sneak-attack Guard. Use the Helmet to put it between the other two helmets on the table. Walk to the right and take the Diamond Key out of the wall. Walk back to Room 1 and leave the island. Sail to Island 4. -=Island 4=- Room 1: Pick up the Provisions. Unlock the door with an Iron Key and go into Room 2. Room 2: Open the chest and take the items inside. Walk through the east door into Room 3. Room 3: Defeat the sneak-attack Spider and walk through east door into Room 4. Room 4: Unlock the left-hand door with a Silver Key and walk through the door into Room 5. Room 5: Cast the Water spell to put out the fire. Open the chest and take the items inside. Walk back to Room 4. Room 4: Walk through the southeast door into Room 6. Room 6: Pick up the Provisions and Resurrection scroll. Walk through the south door into Room 7. Room 7: Defeat both Sorcerers, then open the chest and take the items inside. Walk back to Room 4. Room 4: Unlock the right-hand door with a normal Key and walk through the door into Room 8. Room 8: Pick up the Ruby and walk through the east door to leave the island. Sail to Island 5. -=Island 5=- Room 1: Walk through the northwest door into Room 2. Room 2: Pick up the Provisions and go through the east door into Room 3. Room 3: Pick up the Potion and the Call of Valhalla scroll. Walk through the southwest door into Room 4. Room 4: Open the chest and take the items inside. Defeat the Guard. Go through the west door into Room 1. Room 1: Defeat the Guard. Leave the island and sail to Island 6. -=Island 6=- Room 1: Pick up the Provisions. Unlock the door with a Silver Key and go into Room 2. Room 2: Open the chest and take the items inside. Unlock the east door with a normal Key and go into Room 3. Room 3: Defeat the sneak-attack Spider. Unlock the east door with a normal Key and go into Room 4. Room 4: The Dwarf wants gemstones as payment. Do not pay the little bugger anything! Fight your way past him instead. Pick up the Provisions and scrolls from the ground and walk into the Right Hut. Right Hut: Talk to the dwarf and take the Brinsagamen he gives you. Walk back to Room 4. Room 4: Walk into the Left Hut. Left Hut: Approach the Pouch on the ground and defeat the sneak-attack Dwarf. Pick up the Pouch and walk back to Room 4. Room 4: Walk all the way back to Room 1 and leave the island. Sail to Island 7 and make sure your characters are carrying the Diamond Key and the Ruby before they disembark. -=Island 7=- Room 1: There are four doors in the east wall. Walk through the far right door into Room 4. Room 4: Defeat the Creature and walk back to Room 1. Room 1: Unlock the second door from the right with a normal Key and go into Room 5. Room 5: Open the chest and take the items inside. Walk back to Room 1. Room 1: Walk through the second door from the left into Room 6. Room 6: This is an empty room. The weird part is, in the original computer verison of Heimclall, there was a Guard in here. Hmmm. Walk back to Room 1. Room 1: Walk through the far left door into Room 2. Room 2: Walk through the east door into Room 3. Room 3: Use the Diamond Key to unlock the door and walk through the door into Iduna’s Orchard. Iduna’s Orchard: Give the Ruby to Iduna in exchange for an Apple. Walk back to Room 1 and leave the island. Sail to Island 8. -=Island 8=- Room 1: Walk through the northwest door into the Village. Village: Give 50 Gold to the Guard (or kick his butt) and walk into the Right Hut. Right Hut: Pick up the Provisions and go through the east door into Room 2. Room 2: Defeat the Sorcerer and the sneak-attack Spider. Walk through the northeast door into Room 3. Room 3: Pick up both Provisions and walk back to the Village. Village: Walk into the Left Hut. Left Hut: Pick up the Provisions and walk through the east door into Room 4. Room 4: Open the chest and take the items inside. Walk through the west door into Room 5. Room 5: Defeat the sneak-attack Rat and walk through the southwest door into Room 6. Room 6: Pick up all of the scrolls and the Potion. Stand on the east side of the room and cast the Detect Doors spell to reveal a hidden door. Walk through the hidden door into Room 7. Room 7: Walk to the right and take the Dragon’s Eggs out of the nest. Walk all the way back to Room 1 and leave the island. Sail to Island 9 and make sure your characters are carrying the Apple, Brinsagamen, and Dragon’s Eggs before they disembark. -=Island 9=- Room 1: Pick up the Provisions and Fire scroll and go through the southwest door (directly across from the door of the Temple) into Room 2. Room 2: Defeat the Dwarf and walk past him into the southwest door. You automatically give the Brinsagamen to the Sister of Fate. Walk back to Room 1. Room 1: Walk through the southeast door into Room 3. Room 3: Defeat the sneak-attack Spider and walk into the southeast door. You automatically give the Dragon’s Eggs to the Sister of Fate. Go back to Room 1. Room 1: Walk through the northeast door into Room 4. Room 4: Defeat the Guard and walk into the northeast door. You auto matically give the Apple to the Sister of Fate. Walk back to Room 1. Room 1: Walk into the Temple. (The door is now open because you gave items to all three Sisters of Fate.) Temple: Cast the Disenchant spell and pick up the Mouthpiece. Walk back outside to Room 1 and leave the island. Sail to Island 10. -=Island 10=- Room 1: Walk through the southeast door into Room 2. (You can explore the other holes to fight a Rat before you go to Room 2.) Room 2: Walk through the northeast door (directly across from the door you’re standing in) into Room 3. (You can explore the other holes to fight monsters before you go to Room 3.) Room 3: Walk through the northeast door (straight across from the door you came in) into Room 4. (You can explore the other hole to fight a Rat before you go to Room 4.) Room 4: Walk underneath the giant door to the Bookshelf. Bookshelf: Walk northeast and you are attacked by a Giant. Defeat the Giant and walk to the far right side of the Bookshelf. Cast the Revelation spell and check your inventory; you should now have a Shrinking scroll. Walk all the way back to Room 1 and leave the island. Sail to Island 11 and make sure your characters have the Mouthpiece before they disembark. -=Island 11=- Room 1: Pick up the Provisions and Resurrection scroll and walk through the east door into Room 2. Room 2: Defeat the Creature and walk through the north door into Room 3. Room 3: Open the chest and take the items inside. Walk through the east door into Room 4. Room 4: Defeat both Guards and go through the east door into Room 5. Room 5: Pick up the scroll and Potion and walk through the east door into Room 6. Room 6: Cast the Teleportation spell to get across the gap. Defeat the Sorcerer and his two Guard henchmen. Blow the giant Horn and your ship (along with your characters, of course) is catapulted through the air to Island 12. -=Island 12=- Room 1: Walk along the path to the top of the room and stand between the two pillars. Cast the Shrinking spell to retrieve Frey’s Spear and complete the second quest! =============================================================================== Part 3: Asgard =============================================================================== -=Island 1=- Room 1: Pick up the Provisions and walk through the southeast door into Room 2. Room 2: Defeat the Guard and Sorcerer and go through the east door into Room 3. Room 3: Pick up the Provisions, Iron Key, and Revelation Scroll. Walk back to Room 1. Room 1: Walk through the northeast door into Room 4. Room 4: Defeat the Guard and walk through the southeast door into the Shop. Shop: Buy Provisions if you want or need them and leave the Shop. Room 4: Walk back to Room 1 and leave the island. Ignore the northwest door for now; you’ll return to this Island later on. Sail to Island 2. -=Island 2=- Room 1: Defeat the Sorcerer. Walk down to the middle path and cast the Revelation spell. Walk along the path and pick up the Bag of Stones at the end of the path. Leave the island. Sail to Island 1. -=Island 1=- Room 1: Walk through the northeast door into Room 4. Room 4: Walk through the northwest door into Room 5. Room 5: Defeat the Guard. Put the Bag Of Stones into the empty hole in the wall and take the Powder from the other hole. Walk all the way back to Room 1 and leave the island. Sail to Island 3 and make sure that your characters are holding the Powder before they disembark. -=Island 3=- Room 1: Avoid the arrows and go through the east door into Room 2. Room 2: Open the chest and take the items inside. Walk through the northwest door into Room 3. Room 3: Dodge the arrows and pick up the Resurrection scroll. Walk back to Room 2. Room 2: Walk to the right and pick up the scroll. Walk through the east door into Room 4. Room 4: Defeat the Sorcerer. Open the chest and take the items inside. Go through the door on the right into the Harbor. Harbor: Walk northeast and defeat the sneak-attack Serpent. Walk southeast and stand in front of the ship with the long neck and the head with red eyes. Use the Powder on the head to make it sneeze and cough up a Silver Ring. Pick up the Silver Ring. Walk all the way back to Room I and leave the island. Sail to Island 4. -=Island 4=- Room 1: Defeat the Dwarf and Guard. Open the chest and take the items inside. Walk through the north door into Room 2. Room 2: Use the Runestones to find your way across the water. Every time you use a pile of Runestones, an invisible path in the water glows for just a moment. Make your way across the water without running out of Runestones! Open the chest at the northeast side of the room and take the items inside. Walk through the northwest door to leave the island. Sail to Island 2. -=Island 2=- Room 1: Walk down to the top path and use the Revelation spell. Walk to the end of the path, open the chest, and take the Water Scroll inside. Leave the island. Sail to Island 5. -=Island 5=- Room 1: Defeat the Sorcerer and walk through the east door into Room 2. Room 2: Defeat all the Guards and walk through the right-hand door into Room 3. Room 3: Defeat the Sorcerer and Guard. Walk through the south door into Room 4. Room 4: Defeat the Guard. Don’t open the chest (there’s nothing inside). Return to Room 2. Room 2: Go through the middle entrance into Room 5. Room 5: Pick up the Pouch and walk through the south door into Room 6. Room 6: Cast a Detect Traps or Disarm Traps spell to see the pit directly in front of the items. Sneak past the pit and pick up the items on the ground. Walk back to Room 2. Room 2: Walk through the left-hand door into Room 7. Room 7: Pick up the Potion and walk through the south door into Room 8. Room 8: Defeat the sneak-attack Spider and pick up the Amethyst Key. Walk all the way back to Room 1 and leave the island. Sail to Island 6. -=Island 6=- Room 1: Cast a Detect Traps or Disarm Traps spell to see the four pits in the middle of the room. Defeat the Sorcerer and walk through the east door into Room 2. Room 2: Step on Switch 4 (the fourth switch from the left, just above another switch). Step on Switch 6 (the third switch from the right). Step on Switch 9 (the switch below Switch 4) to make the arrows fire. Pick up the Silver Ring. Walk hack to Room 1 and leave the island. Sail to Island 7 and make sure your characters have all three Silver Rings before they disembark. -=Island 7=- Room 1: Defeat the Dwarf and Sorcerer and walk through the east door into Room 2. Room 2: Cast the Water spell and walk through the east door into Room 3. Room 3: Stand on the three circles on the floor and use each Silver Ring to place the Rings into the circles, one at a time. When you’ve put all three Rings into the circles, the sleeping statue comes to life and hands you Odin’s Sword! Walk through the northwest door to leave the island. Sail to Island 8. -=Island 8=- Sit back, relax, and watch your hard-earned (and slightly disappointing) ending sequence. ------------------------------------------------------------------------------- Q&A ------------------------------------------------------------------------------- This section is for the readers amongst you who are stuck on a specific puzzle in the game, such as: “Where do I get the Hemlock that the Druid wants?” or “Why are all the character portraits in the game so darn ugly?” -=Part 1: Madgard=- ISLAND 1: ROOM 3 Q: How do I get across the gap to pick up the scroll? There doesn’t seem to be a way across. A: Use the Relevation spell to make a bridge appear across the gap. ISLAND 2: ROOM 1 Q: How do I close the three pits so I can walk into the next room? A: Walk on the plates in this order: Plate 2 (the second plate from the left), Plate 6 (the plate on the far right), and Plate 1 (the plate on the far left). ISLAND 2: ROOM 3 Q: How do I get the Sapphire from the top of the pedestal? A: Cast the Descension spell to lower the pedestal and grab the Sapphire. ISLAND 2: ROOM 4 Q: The Druid asks me for Hemlock, but I don’t have any. Where do I get it? A: Search the chest in Island 3, Room 1. ISLAND 3: ROOM 11 Q: I got a scroll out of the chest, but I can’t read it. Why not? A: Your Rune Lore isn’t high enough to read the scroll yet. Hang onto the scroll and keep trying to read it as your Rune Lore increases. You’ll eventually find out that it’s a Wrath Of Odin spell. You’ll probably find several scrolls during the course of the game that you can’t read right away. ISLAND 5: ROOM 1 Q: I try to walk up to the chests, but both of them are surrounded by hidden pits. What’s going on? A: There are four pressure plates in the floor next to the entrance to Room 1. You should ONLY walk across the third plate from the left to get into the room. If you walk on any of the other plates, you activate pit traps in front of both chests and you can’t get to them without casting a Disarm Traps spell. ISLAND 5: SHOP Q: What should I buy? A: Buy yourself Provisions only. You simply don’t need the other items, because you ‘Ilfind them during the game. Sell the Sapphire for some extra Gold. ISLAND 6: WAY OF THE WARRIOR/WAY OF THE DRUID Q: Which way should I take? A: Take them both! Go through the Warrior path first, return to the ship, disembark, and go through the Druid path. ISLAND 6: MARKET Q: The guard asks me for a pass, but I don’t have one. Where do I get it? A: Rescue the Druid in Island 5, Room 6, and he gives you the Pass out of gratitude. You can also justfight your way past the guard if you don’t have the Pass. ISLAND 9: ROOM 7 Q: What items do I place on the plates? A: The clue that’s written on the scroll is a little obscure, so we’ll forgive you for not being able to figure this puzzle out. (Ain’t that nice of us?) Place the Diamond on the left plate, the Runestone on the right plate, and a Silver Coin on the middle plate. ISLAND 10: ROOM4 Q: How do I open the small doors? A: You need a Gold Key to unlock them. ISLAnD 10: ROOMS 6 AND 7 Q: How do I open either of the doors? The plates don’t seem to do anything. A: You have to walk on the plates in a spec order. Start by walking onto the plate on the right side of Room 7, then the plate on the left side of Room 7, then the plate on the left side of Room 6. ISLAND 12: SEA SERPENT Q: During the journey to Island 12, I’m attacked and killed by a sea serpent. What do I do? A: Cast the Serpent Killer spell to destroy the serpent. Solve the puzzle in Island 9, Room 7 to get the spell. ISLAND 12: ROOM 3 Q: The Druid asks me for six Power Rune Scrolls, but I don’t have all six. Am I fucked? A: No, you can fight past the Druid to get the key behind him. It’s just easier to hand over the Scrolls so that you don’t have to fight. Q: How do I obtain Thor’s Hammer? A: Cast the Shrinking spell. -=Part 2: Utgard=- ISLAND 2: ROOM 6 Q: What does the guard want from me? A: Give him the Signet that you found in another room on the Island. ISLAND 2: ROOM 7 Q: Should I drink from Mimir’s Well? A: You betcha. In fact, have all three characters drink from the Well, so that all three of them get an extra 10 Rune Lore points. ISLAND 3: ROOM 5 Q: How do I get the Diamond Key out of the wall? A: Place the Helmet between the two helmets on the table. This frees the Key. ISLAND 4: ROOM 5 Q: How do I put out the fire? A: Cast the Water spell to douse it. You ‘11 find the Water spell on Island 4. ISLAND 6: LEFT HUT Q: Can I pick up any of the treasure in this hut? A: Nope. You can only gaze at it longingly and curse the programmers for not letting you at least score a couple hundred Gold Pieces. ISLAND 7: ROOM 3 Q: How do I unlock the door? A: You need the one-of-a-kind Diamond Key. Look for it on Island 4. ISLAND 7: IDUNA’S ORCHARD Q: What does Iduna want from me? A: Give her a Ruby and she gives you an Apple. Get the Ruby from Island 4, Room 8. ISLAND 9: ROOM 1 Q: How do I get into the Temple? A: You need to give items to all three of the Sisters of Fate. The Sisters are located in three d rent places on the Island. ISLAND 9: TEMPLE Q: How do I get the floating object? A: Cast the Disenchant spell and take the object (which is a Mouthpiece). ISLAND 10: BOOKSHELF Q: What do I do after I defeat the Giant? A: Walk to the far right side of the Bookshelf and cast the Relevation spell. ISLAND 11: ROOM6 Q: I try to blow the Horn, but I can’t. What do I need? A: You need the Mouthpiece. Get it by bringing g to the Sisters of Fate on Island 9. -=Part 3: Asgard=- ISLAND 1: ROOM 5 Q: How do I get the bag of Powder out of the wall? A: Place the Bag of Stones from Island 2 into the hole in the wall. Now you can take the Powder. ISLAND 2: ROOM 1 Q: There are three paths, but I only have one Relevation spell. Which path should I choose? A: Use the Revelation spells on the upper and the middle paths. You can’t finish the game without the objects on the top two paths, but you can definitely finish without the Energy (All) scroll on the lower path. ISLAND 3: HARBOR Q: What’s the deal with the boat with the head? A: The boat contains one of the three Silver Rings you need to complete the quest. Try using the Powder while standing underneath the boat to make it sneeze. ISLAND 4: ROOM 2 Q: How do I get across the water? A: Use the bags of Runestones that are found on several Islands. Eveiy time you use a bag, it causes an invisible path on the surface of the water to glow for a moment. ISLAND 6: ROOM 2 Q: How do I get the Silver Ring to fall to the ground? A: Each of the switches on the ground activates a slot from which arrows shoot out. If you activate the proper slots, the arrows will collide in mid-air and knock the Silver Ring to the ground. Follow these directions to get the Ring: Step on Switch 4 (the fourth switch from the left, above the other switch). Step on Switch 6 (the third switch from the far right side of the room). Step on Switch 9 (the switch in the middle of the room, below Switch 4) to start shooting arrows. ISLAND 7: ROOM 3 Q: How do I awaken the sleeping statue? A: Place a Silver Ring into each of three circles on the floor. -------------------------------------------------------------------------------