

     COMPLETE DOCUMENTS FOR HEIMDALL 2

STORYLINE

IT IS THE AGE OF RAGNAROK, THE AGE OF A THOUSANDS YEARS, THAT ENDS WITH THE
EPIC BATTLE BETWEEN THE GODS OF ASGARD AND THE OUTCAST FORMER GOD LOKI AND
HIS ARMIES. 

THE AGE BEGAN WHEN LOKI WAS EXILED FROM ASGARD AND IN REVENGE STOLE THE
WEAPONS OF THE GODS THOR, ODIN AND FREY. HEIMDALL, GUARDIAN OF THE RAINBOW
BRIDGE, SACRIFICED HIS DIVINITY SO THAT HE COULD WALK THROUGH THE EARTH IN
SEARCH OF THESE STOLEN WEAPONS. ONCE HIS QUEST WAS SUCCESSFUL, HE RETURNED TO
ASGARD WITH THE MISSING WEAPONS AND REGAINED HIS STATUS AS A GOD. THIS
MARKED A BITTER DEFEAT FOR LOKI, WHO SWORE TO AVENGE HIMSELF AGAINST HIS
ETERNAL ENEMY, HEIMDALL. 

TWO HUNDRED YEARS PASSED IN THE AGE OF RAGNAROK. IN MIDGARD, THE LAND OF
HUMANS AND UTGARD, THE LAND OF STRANGE CREATURES SUCH AS DWARVES AND
GIANTS, LOKI'S WARRIORS, THE HAKRATS RAVAGED THE LAND ATTACKING WHEREVER THEY
COULD, FROM THE SMALLEST VILLAGE TO THE LARGEST CITY. THEIR ATTACKS ALWAYS
MET WITH RESISTANCE, SOME SUCCESSFUL, SOME NOT, BUT THE INHABITANTS OF THE
WORLD, KNOWN AS YGGDRASIL, WERE WEAKENING AND BEFORE LONG THE HAKRATS WOULD
BECOME TOO POWERFUL FOR ANY TO RESIST AT ALL. 

IN ASGARD, THE GODS WERE CONCERNED. UNABLE TO INTERVENE, THEY COULD ONLY WATCH
AS EVENTS UNFOLDED. WHAT THEY COULD NOT UNDERSTAND WAS WHY LOKI HIMSELF DID
NOT APPEAR WITH HIS WARRIORS BECAUSE UNLIKE THE OTHER GODS, LOKI WAS ABLE TO
WALK ON THE EARTH DURING RAGNAROK. THIS WAS BECAUSE LOKI WAS STRIPPED OF
SOME OF HIS POWERS AS A PUNISHMENT FOR STEALING THE WEAPONS FROM
ASGARD. THIS MADE HIM LESS POWERFUL THAN THE OTHER GODS AND THEREFORE HE DID
NOT HAVE THE SAME RESTRICTIONS AS THEY DID. 

ANOTHER PUZZLE WAS THE OCCURRENCE OF A FEW RANDOM AND INEXPLICABLE
INCIDENTS. ONCE, A VILLAGE WAS BURNT TO THE GROUND, BUT THERE WERE NO TRACES
OF ENEMY TRACKS LEADING TO THE VILLAGE. NO OTHER VILLAGES IN THE AREA WERE
TOUCHED, AND THERE WASN'T A HAKRAT WITHIN A HUNDRED MILES WHO COULD HAVE
SNEAKED IN AND ATTACKED IT. THE ASSAILANTS SEEMED TO JUST APPEAR, BURN THE
VILLAGE AND THEN DISAPPEAR. 

EVENTUALLY, ODIN THE ALLFATHER GATHERED THE GODS IN HIS HALL TO DISCUSS
WHAT ACTION, IF ANY, COULD BE TAKEN AGAINST LOKI. AS THEY TALKED THEY REALIZED 
THAT IF THEY SIMPLY DEFEATED LOKI, HE WOULD JUST RETURN AND CONTINUE HIS EVIL AS
AS HE HAD DONE BEFORE. WHAT THEY NEEDED TO DO WAS TRAP LOKI IN SUCH A WAY
THAT HE COULD NEVER CAUSE TROUBLE AGAIN. BUT HOW? AS THE YOUNG GODS DISCUSSED
WAYS OF TRAPPING LOKI, ODIN SAT DEEP IN THOUGHT. AFTER A WHILE HE CALLED THEM
TO BE QUIET AND ROSE TO SPEAK. 

ODIN TOLD THEM OF THE TIME SHORTLY AFTER THE CREATION OF YGGDRASIL, WHEN HE
AND HIS BROTHERS HAD JUST BUILT ASGARD, AND THE REST OF THE WORLD WAS STILL
FORMING INTO THE LANDS THAT WE NOW KNOW - MIDGARD, UTGARD AND NIFLHEIM. THIS
WAS THE TIME WHEN ODIN FIRST DISCOVERED THE HALL OF WORLDS, A MAGICAL HALL
WHICH CONTAINS THE GATES AND PORTALS THAT LEAD TO VARIOUS POINTS IN THE
LANDS. ODIN USED THE PORTALS OFTEN AS AN EASY AND QUICK MEANS OF EXPLORING
HIS NEW HOME. AS HE TRAVELLED MORE, HE DISCOVERED THE DESTINATION OF EACH
PORTAL, AND LEARNT A LITTLE ABOUT HOW THE PORTALS OPERATED. THERE WERE
HOWEVER, A FEW STRANGE GATES IN THIS HALL WHICH ODIN FOUND HE WAS UNABLE TO
TRAVEL THROUGH. AS HE STUDIED THESE GATES FURTHER HE BEGAN TO REALIZE THAT
THEY LEAD NOT TO PLACES IN THE WORLDS OF YGGDRASIL, BUT IN FACT TO OTHER
HALLS IN DISTANT PARTS OF THE UNIVERSE. THESE OTHER HALLS WERE UNDOUBTEDLY
EACH CONNECTED TO ENTIRE WORLDS OF THEIR OWN, TOTALLY ALIEN TO THOSE THAT
ODIN KNEW. 

INTRIGUED, ODIN WAS FACED WITH THE PROBLEM OF OPENING THESE GATES. TRAVEL
THROUGH THE NORMAL PORTALS WAS POSSIBLE BY POSSESSING A MAGIC TALISMAN
UNIQUE TO THAT PORTAL. EACH TALISMAN ACTED LIKE A KIND OF KEY AND ACTIVATED
THE PORTAL FOR USE. ODIN HAD FOUND THESE TALISMAN IN VARIOUS FORMS
THROUGHOUT THE WORLDS, SO HE DECIDED TO SEARCH ONCE MORE FOR A SIMILAR
TALISMAN THAT WOULD OPERATE ONE OF THESE OTHER GATES. 

ODIN'S EFFORTS WERE EVENTUALLY REWARDED WHEN HE FOUND A STRANGE TALISMAN IN
THE TOWER OF NIFLHEIM. RETURNING WITH IT TO THE HALL OF WORLDS HE APPROACHED
ONE OF THE LOCKED GATES IN WHICH A SHADOWY VEIL APPEARED, SIGNALLING THAT IT
WAS NOW OPEN. WITH ANTICIPATION HE STEPPED THROUGH. 

AS HE ADJUSTED HIS BEARINGS HE SAW THAT HE WAS IN A HALL THAT WAS SIMILAR TO
THE ONE HE KNEW, BUT ALSO VERY DIFFERENT. LOOKING AROUND HE SAW THAT ANOTHER
ONE OF THE PORTALS WAS OPEN, SO HE STRODE FORWARD AND STEPPED THROUGH IT. 

THE SIGHT THAT GREETED HIM WAS BREATHTAKING. ASGARD WAS AS BEAUTIFUL AS THIS
LAND, BUT HE WAS AWE-STRUCK AT HOW DIFFERENT IT WAS. AS HE EXPLORED, HE SAW
SOME OF THE INHABITANTS AND DISGUISED HIMSELF AS ONE OF THEIR KIND, SO THAT
HE COULD PASS UNNOTICED. AS HE TRAVELLED HE CAME ACROSS A HUGE FOREST WITH A
CLEARING IN IT'S CENTER. IN THE CLEARING STOOD A STRANGE LOOKING BUILDING. IT
SEEMED UNINHABITED, SO ODIN ENTERED. 

INSIDE THE BUILDING, IN THE CENTRE OF IT'S MAIN HALL, STOOD A PEDESTAL THAT
HAD AN AMULET MOUNTED ON IT. THIS AMULET WAS LIKE NONE THAT ODIN HAD EVER
SEEN BEFORE. WHILE HE WAS STANDING THERE, HE WAS SUDDENLY STARTLED BY A VOICE
BEHIND HIM. HE SPUN ROUND AND SAW BEFORE HIM A MAN WHO WAS NO DIFFERENT FROM
THE OTHERS HE HAD SEEN. THE MAN GREETED ODIN, SAYING THAT ALL TRAVELLERS WERE
WELCOME, AND OFFERED THE AMULET TO ODIN AS A GIFT FROM HIS PEOPLE. ODIN
SUSPECTED THAT THIS STRANGE MAN KNEW THAT HE HAD ACTUALLY TRAVELLED FROM
ANOTHER WORLD YET ODIN ACCEPTED THE OFFER OF HIS GIFT BECAUSE HE KNEW THAT
THE AMULET HAD MAGICAL PROPERTIES. AS HE TOOK THE AMULET DOWN FROM THE
PEDESTAL, THE MAN SAID THAT HE HOPED THAT ODIN HAD ENJOYED HIS VISIT
AND, WITHOUT WARNING, ODIN FOUND HIMSELF NO LONGER IN THE BUILDING BUT
STANDING BESIDE THE GATE IN HIS OWN HALL OF WORLDS. HE HELD THE AMULET IN
HIS HANDS AND, TROUBLED BY THIS STRANGE TURN OF EVENTS, HE MADE HIS WAY BACK
TO ASGARD. 

ONCE IN ASGARD, ODIN AND HIS BROTHERS INSPECTED THE AMULET TO SEE WHAT IT'S
PURPOSE MIGHT BE. IT LOOKED AS IF IT WAS MADE TO BE WORN, SO THEY DECIDED
THAT THE ONLY WAY TO FIND OUT IT'S PURPOSE WAS TO TRY IT ON. ODIN'S YOUNGEST
BROTHER, VILI, VOLUNTEERED. AS HE PLACED IT AROUND HIS NECK HE
FROZE, STATUE-LIKE. TO ODIN AND HIS BROTHERS, WATCHING IN HORROR, IT SEEMED
THAT VILI WAS KILLED BY THE AMULET. QUICKLY THEY PULLED THE AMULET FROM
THEIR BROTHER AND, AS IT FELL, VILI RETURNED TO HIS NORMAL SELF. ODIN STILL
DIDN'T KNOW WHAT THIS AMULET WAS BUT KNEW IT WAS STRONG ENOUGH TO OVERPOWER
A GOD. TOGETHER THEY BROKE THE AMULET INTO FOUR PIECES AND CAST EACH PIECE
THROUGH A DIFFERENT PORTAL IN THE HALL OF WORLDS. THUS THEY REASONED THAT
THE PIECES WOULD BE SEPARATED FROM EACH OTHER AND HENCE THE AMULET WOULD NO
LONGER BE A THREAT. THEN THEY RETURNED TO ASGARD AND PUT ALL THOUGHT OF THE
AMULET BEHIND THEM. 

AS ODIN FINISHED HIS STORY, HE SAT BACK IN HIS SEAT AND WAITED FOR THE OTHER
GODS TO SPEAK. AS THEY TALKED, THEY ALL SEEMED TO AGREE THAT THE AMULET WAS
THE MEANS THEY WERE LOOKING FOR TO DEAL WITH LOKI SAFELY AND
PERMANENTLY. THERE WAS ONLY ONE OPTION. AS BEFORE, ONE OF THEM HAD TO
SACRIFICE HIS DIVINITY SO THAT HE COULD WALK THE EARTH IN SEARCH OF THE
AMULET PIECES. ONLY THEN WOULD THEY BE ABLE TO RECONSTRUCT THE AMULET AND
USE IT AGAINST LOKI. THE NEXT PROBLEM WAS WHERE TO SEARCH. ODIN SUGGESTED THE
ANSWER. HE REASONED THAT, AS EACH PIECE OF THE AMULET PASSED THROUGH A
PORTAL, IT WOULD BE ATTRACTED TO THE RO'GELD- THE SOURCE OF ALL MAGIC IN
THAT PARTICULAR WORLD. FIND A RO'GELD AND THERE YOU WOULD IN ALL LIKELIHOOD
FIND A PIECE OF THE AMULET. 

THE GODS LISTENED AND THEN REALIZED THEIR PLAN. ONE OF THEM HAD TO TRAVEL
THROUGH THE PORTALS INTO EACH WORLD, FIND THAT WORLD'S RO'GELD AND SEE IF A
PIECE OF THE AMULET WAS THERE. WHEN THEY HAD FOUND ALL THE PIECES THEY WOULD
THEN HAVE TO FIND LOKI AND USE THE COMPLETED AMULET TO IMPRISON HIM. THE
NEXT QUESTION WAS WHO SHOULD GO. HEIMDALL'S IMMEDIATE THOUGHT WAS 'HERE WE
GO AGAIN'BUT ODIN INTERVENED SAYING THAT ONE OF THE YOUNGER GODS SHOULD GO
BECAUSE HEIMDALL HAD GONE BEFORE. EVENTUALLY BALDUR, THE YOUNGEST SON OF
ODIN, WAS CHOSEN. ONCE AGAIN THOR TRAVELLED TO THE EDGE OF ASGARD. THERE HE
TOOK BALDUR AND CAST HIM DOWN TO MIDGARD IN MORTAL FORM SO THAT HE COULD
BEGIN HIS SEARCH. 

IN ASGARD,  THE GODS WATCHED ANXIOUSLY AS BALDUR TRAVELLED THROUGH THE
LANDS.  BALDUR WAS HINDERED BY THE FACT THAT THE TALISMAN FOR SOME OF THE
PORTALS FROM THE HALL OF WORLDS HAD BEEN LOST.  HE NOT ONLY HAD TO SEARCH
FOR THE PIECES OF THE AMULET BUT FOR THE MISSING TALISMAN AS WELL. 

AS BALDUR APPROACHED WHAT HE THOUGHT TO BE THE FIRST RO'GELD,  LOKI APPEARED
WITH A HOST OF HAKRATS.  LOKI HAD LED BALDUR TO BELIEVE THAT HE WAS
APPROACHING A RO'GELD BUT IT WAS A TRAP.  ALTHOUGH BALDUR WAS VASTLY
OUTNUMBERED,  HE FOUGHT WITH THE SPIRIT AND COURAGE OF ASGARD.  MANY HAKRATS
FELL BEFORE HE WAS FINALLY CAUGHT BY A STRIKE FROM LOKI HIMSELF.  LAUGHING, 
LOKI AND HIS REMAINING FOLLOWERS LEFT BALDUR'S BODY WHERE IT HAD FALLEN. 
WITH SADNESS THE GODS WATCHED AS HELA,  THE RULER OF NIFLHEIM, ROSE UP FROM
THE GROUND TO CLAIM BALDUR'S BODY AND TAKE IT BACK WITH HER TO HER REALM. 

ODIN MOURNED THE LOSS OF HIS SON,  BUT HAD TO THINK ABOUT THEIR NEXT MOVE. 
DESPITE THE LOSS,  HE DECIDED THAT WHAT BALDUR HAD ATTEMPTED WAS STILL THE
ONLY WAY THAT LOKI COULD BE DEFEATED.  ANOTHER HAD TO GO IN HIS PLACE.  AS
SOON AS HE SPOKE OF THIS,  HEIMDALL STOOD AND VOLUNTEERED TO RETURN.  ODIN
KNEW THAT HEIMDALL WAS THE MOST LIKELY OF ALL THE GODS TO SUCCEED,  BECAUSE
OF HIS EXPERIENCE AND FAMILIARITY WITH BEING MORTAL. 

HAVING ALREADY LOST ONE OF THERE NUMBER TO ONE OF LOKI'S DEVIOUS TRICKS, THE
OTHER GODS INSISTED THAT HEIMDALL OUGHT TO AT LEAST HAVE SOMEONE WITH HIM TO
WATCH HIS BACK. ODIN AT FIRST DISAGREED, AS NO ONE ELSE HAD ANY EXPERIENCE OF
DEALING WITH THE MORTAL'S WORLD. THEN THOR SPOKE UP POINTING OUT THAT THE
VALKYRIES DEALT WITH MORTALS ALL THE TIME. NOT ONLY WERE THE VALKYRIES
EXCELLENT WARRIORS BUT THEIR JOB WAS CONDUCTING THOSE MORTALS WHO HAD DIED
IN THE BATTLE TO THE HALLS OF VALHALLA. WHILE THE VALKYRIES DIDN'T NORMALLY
COLLECT SUCH SOULS DIRECTLY FROM THE MORTAL'S WORLD BUT RATHER FROM THE
HALF-WORLD OF THE NEWLY DEAD, SOME EXPERIENCE WAS PROBABLY BETTER THAN
NONE. ODIN HAD TO CONCEDE AND A YOUNG VALKYRIE NAMED URSHA VOLUNTEERED TO
ACCOMPANY HEIMDALL ON HIS QUEST. SHORTLY THEREAFTER, THOR, HEIMDALL AND URSHA
JOURNEYED TO THE EDGE OF ASGARD AND HEIMDALL RETURNED ONCE MORE TO THE LAND
OF MIDGARD. ONLY THIS TIME HE WAS NOT ALONE. . . 

OBJECTIVES OF THE GAME

AS THE PLAYER, YOU CONTROL HEIMDALL AND URSHA IN THEIR QUEST TO DEFEAT
LOKI. YOUR MAIN TASK IS TO FIND ALL FOUR PIECES OF THE AMULET YOU WILL NEED
TO FIND THE RO'GELD FOR EACH WORLD. IN ORDER TO TRAVEL BETWEEN WORLDS, YOU
WILL ALSO NEED TO FIND THE TALISMAN TO OPEN THE PORTALS IN THE HALL OF
WORLDS. ALONG THE WAY YOU SHOULD KEEP AN EYE OUT FOR ANY OF LOKI'S DEVIOUS
SCHEMES AND THWART THESE WHEREVER YOU CAN (AFTER ALL, YOU ARE SUPPOSED TO
BE THE GOOD GUYS!). 

GAMEPLAY CONTROLS
MOVEMENT

MOVE JOYSTICK IN DIAGONAL YOU WISH CHARACTER TO MOVE IN. 

HAND TO HAND COMBAT (ONLY APPLICABLE WHEN BADDIES ON SCREEN):

DEFEND: MOVE JOYSTICK IN DIRECTION YOU WISH TO DEFEND AND PRESS FIRE
BUTTON. 

ATTACK: PRESS FIRE BUTTON WHEN NEAR BADDY AND FACING THEM. 

THROW ITEM/SHOOT BOW:

REQUIRES THAT ITEMS ARE APPROPRIATELY EQUIPPED AND THAT THE THROW ACTION
ICON ON THE CONTROL BAR IS SET TO 'THROW PROJECTILE' RATHER THAN 'CAST
COMBAT SPELL'. 

FACE REQUIRED DIRECTION WHEN AT A DISTANCE FROM BADDY AND PRESS FIRE
BUTTON. 

CAST COMBAT SPELL

REQUIRES THAT THE DESIRED SPELL IS PREPARED AND SELECTED AS THE CURRENT
ACTIVE SPELL. ALSO THAT THE THROW ACTION ICON ON THE CONTROL BAR IS SET TO
'CAST COMBAT SPELL' RATHER THAN 'THROW PROJECTILE'. 

FACE REQUIRED DIRECTION WHEN AT A DISTANCE FROM BADDY AND PRESS FIRE
BUTTON. 

CAST NON COMBAT SPELL:

REQUIRES THAT THE DESIRED SPELL IS PREPARED AND IS SELECTED AS THE CURRENT
ACTIVE SPELL. 

SINGLE CLICK WITH LEFT MOUSE BUTTON ON THE SPELL RUNES DISPLAYED ON THE
CONTROL BAR. 

PICKING UP ITEMS

IF THE ITEMS ARE ON THE FLOOR THEN SIMPLY WALK OVER THEM. IF NOT, THEN STAND
NEXT TO AND FACING THE ITEM AND USE 'PUSH' ACTION. NOTE: IF THE CURRENT
ACTIVE CHARACTER HAS NO FREE SLOT FOR ITEMS OF THE REQUIRED CATEGORY THEN
THE ITEM WILL NOT BE PICKED UP. 

PUSH/OPERATE/GIVE ACTION (DOES NOT APPLY WHEN BADDIES ON SCREEN):

REQUIRES CHARACTER TO BE STOOD NEXT TO AND FACING THE REQUIRED
AREA/ITEM/CHARACTER. FOR 'GIVE' ACTION ALSO REQUIRES ITEM TO BE GIVEN TO THE
EQUIPPED GENERAL ITEM. 

PRESS FIRE BUTTON

CONVERSATION

AT VARIOUS POINTS IN THE GAME YOU MAY WISH TO TRY TALKING TO OTHER
CHARACTERS. TO DO SO, SIMPLY WALK UP TO THEM. IF THEY WANT TO TALK THEY
WILL. IF NOT YOU MAY TRY AGAIN LATER. WHAT THEY HAVE TO TALK ABOUT MAY CHANGE
AS THE GAME PROGRESSES. 

WORLD MAPS

TRAVEL FROM ISLAND TO ISLAND WITHIN A WORLD IS CONDUCTED USING THE WORLD
MAP SCREENS. TO TRAVEL TO A PARTICULAR ISLAND, SIMPLY SINGLE CLICK WITH THE
LEFT MOUSE KEY ON THAT ISLAND ON THE MAP AND YOUR SHIP WILL SAIL THERE. ONCE
THERE, YOU CAN DISEMBARK TO EXPLORE THE ISLAND BY AGAIN SINGLE CLICKING ON
THE ISLAND WITH THE LEFT MOUSE KEY. 

CONTROL BAR

A)HEIMDALL                 ACTIVE (NO SHADOW BOX OVERLAID). 
B)URSHA                    INACTIVE (SHADOW BOX OVERLAID)
                           CLICK ON EITHER CHARACTER TO ACTIVATE THEM. 
                           A SKULL GRAPHIC INDICATES THE CHARACTER IS DEAD
C)ACCESS BACKPACK          GO TO ITEM SCREEN FOR CURRENT ACTIVE CHARACTER'S
                           ITEMS. 
D)GOLD COUNTER             PARTY TOTAL OF GOLD PIECES. 
E)WEAPONS OR MAGIC         TOGGLE IN GAME THROW ACTION BETWEEN USING PROJECTILE
                           WEAPONS OR COMBAT SPELLS. A DAGGER ICON INDICATES 
			   THROW ACTION CAUSES PROJECTILE WEAPON TO BE USED, A 
			   LIGHTNING BOLT ICON INDICATES THROW ACTION CAUSES 
			   COMBAT SPELL TO BE CAST. 
F)ACCESS SPELL BAR         ENTER THE SPELL CREATION BAR. 
G)CURRENTLY SELECTED SPELL THE 4 RUNES SHOW THE READY FOR USE SPELL
                           SINGLE CLICK HERE WITH LEFT MOUSE KEY TO CAST SPELL
                           IF SPELL IS A NON COMBAT SPELL. 
H)CURRENT ACTIVE SPELLS    IF FOR EXAMPLE A SHIELD SPELL IS BEING USED, A SHIELD
                           SYMBOL WILL BE SHOWN HERE WHILE THE SPELL LASTS. 
1)RO'GELD INDICATOR        THIS SYMBOL INDICATES YOUR ROUGH PROXIMITY TO THE
                           NEAREST RO'GELD. IT WILL CHANGE COLOUR ON A LOCATION
                           BY LOCATION BASIS, AS YOU GET NEARER THE RO'GELD. WHEN
                           YOU ARE A LONG WAY THE RO'GELD, IT WILL BE BLACK AND
                           USING MAGIC WILL BE DIFFICULT AND EXPENSIVE. AS YOU 
                           GET NEARER THE RO'GELD IT WILL GO THROUGH BLUE, THEN
                           RED, TO PURPLE. PURPLE REPRESENTS CLOSE PROXIMITY TO 
                           THE RO'GELD WHERE MAGIC IS EASIER AND CHEAPER THAN
                           NORMAL. RED REPRESENTS ROUGHLY STANDARD MAGIC 
                           CONDITIONS. 
J)HEALTH BAR               THE LENGTH OF THIS BAR INDICATES THE CURRENT ACTIVE
                           CHARACTER'S STATE OF HEALTH RELATIVE TO THEIR
                           MAXIMUM.  

SPELL BAR

A) EXIT: ONCE YOU'VE FINISHED PREPARING YOUR SELECTION OF SPELLS, CLICK HERE TO
   GO BACK TO THE CONTROL BAR. 
B) RUNES: IN THESE BOXES WILL BE PLACED THE RUNES YOU FIND DURING YOUR
   JOURNEY THROUGH THE GAME. A SINGLE CLICK WITH THE LEFT MOUSE KEY ON A
   RUNE WILL PLACE THE RUNE IN THE NEXT FREE RUNE SLOT OF THE CURRENTLY
   SELECTED SPELL. 
C) CAST SPELL: A SINGLE CLICK WITH THE LEFT MOUSE BUTTON WILL CAST THE 
   CURRENTLY SELECTED SPELL IF IT IS A NON-COMBAT SPELL. 

THE SECOND ROW OF THE SPELL BAR IS WHERE YOU ACTUALLY MIX SPELLS. THERE ARE
4 SPELL SLOTS IN WHICH A SPELL CAN BE STORED. INACTIVE SPELLS ARE OVERLAID
WITH A SHADOW BOX, THE CURRENTLY ACTIVE SPELL IS NOT OVERLAID. TO SELECT A
SPELL AS THE CURRENT ACTIVE SPELL, SINGLE CLICK ON IT WITH THE LEFT MOUSE
BUTTON. TO SELECT A SPELL SLOT AND CLEAR IT AT THE SAME TIME, SINGLE CLICK ON
IT WITH THE RIGHT MOUSE BUTTON. THROUGHOUT THE GAME YOU WILL COME ACROSS NEW
COMBINATIONS OF RUNES THAT ENABLE YOU TO CAST NEW SPELLS. YOU CAN ALSO
EXPERIMENT WITH RUNE COMBINATIONS, BUT BE WARNED THAT SOME SPELLS CAUSE YOU
DAMAGE IF YOU ARE NOT SKILLED ENOUGH TO CAST THEM AND SOME RUNE
COMBINATIONS CAN HAVE UNPREDICTABLE EFFECTS. 

D) ACTIVE SPELL. THIS IS THE SPELL THAT WILL BE DISPLAYED ON THE CONTROL
   BAR. 
E) INACTIVE SPELL. 
F) CLEAR SPELL SLOT. CLEARS THE CURRENTLY SELECTED SPELL SLOT. USE IF YOU
   MAKE A MISTAKE CREATING A SPELL OR IF YOU SIMPLY NEED TO MAKE ROOM FOR A
   NEW SPELL. 

GENERAL OPERATION

TO DO THINGS WITH A DISPLAYED ITEM YOU MUST FIRST 'PICK IT UP' WITH THE
CURSOR. WHEN AN ITEM IS 'PICKED UP, IT'S NAME WILL BE DISPLAYED IN BOX 'S)'. 

WHEN THE CURSOR IS PLACED OVER AN ITEM SLOT, THE MOUSE KEYS PERFORM THE
FOLLOWING ACTIONS:

LEFT KEY SINGLE CLICK:     PICK UP'ALL OF ITEM FROM A FILLED SLOT OR
                           DROP'ALL OF 'PICKED UP' ITEM INTO EMPTY SLOT OR
                           EXCHANGE OR ALL OF  
                           'PICKED UP'ITEM WITH ALL OF ITEM IN A FILLED SLOT. 

RIGHT KEY SINGLE CLICK:    PICK UP' ONE OF ITEM FROM A FILLED SLOT OR
                           'DROP' ONE OF 'PICKED UP' ITEM INTO EMPTY SLOT. 

TO EXCHANGE ITEMS BETWEEN CHARACTERS, 'PICK' THEM UP WITH THE CURSOR AND
SINGLE CLICK WITH THE LEFT MOUSE KEY ON THE CONTROL BAR CHARACTER ICON FOR
THE OTHER CHARACTER. 

TO ACCESS THE ITEMS OF THE OTHER CHARACTER WHILST IN THE ITEM SCREEN, JUST
CLICK ON THE CHARACTER'S ICON AND IT WILL SWITCH TO THEIR BACKPACK. N. B. THIS
IS THE ONLY WAY TO ACCESS THE ITEMS OF A DEAD CHARACTER. 

SELECTING THE CATEGORY OF ITEMS DISPLAYED. 

ICONS 'A)'TO 'F)'SELECT THE CATEGORY OF ITEMS DISPLAYED IN THE ITEM
SLOTS. TO SELECT A CATEGORY, SINGLE CLICK THE LEFT MOUSE KEY ON THE REQUIRED
CATEGORY ICON. 

A) HAND TO HAND COMBAT WEAPONS. 
B) ARMOUR. 
C) THROWING WEAPONS (INCLUDES BOW). 
D) MISCELLANEOUS: (FOOD, DRINK, GENERAL ITEMS AND ARROWS). 
E) HOLY SYMBOLS OF THE GODS: THESE ITEMS WILL HELP YOU IN YOUR QUEST AT
   CERTAIN POINTS, AND CAN ALSO BE OF GENERAL USE EG: WITH THOR'S HAMMER YOU'LL
   BE ABLE TO CREATE LIGHTNING SPELLS WITH GREATER EASE. 
F) TALISMAN: ONCE FOUND, THESE WILL ALLOW YOU TO PASS THROUGH THE OTHER GATES
   IN THE HALL OF WORLDS. 

ICONS 'G)'TO 'I)'OPERATE WHEN YOU HAVE AN ITEM 'PICKED UP' WITH THE
CURSOR. ALL ARE OPERATED USING A SINGLE CLICK OF THE LEFT MOUSE KEY. 

G) LOOK AT: A DETAILED DESCRIPTION OF THE 'PICKED UP' ITEM WILL APPEAR IN
   THE AREA BELOW. 
H) EAT OR DRINK: 'PICKED UP' ITEM TO REGAIN STRENGTH AND/OR MANA. 
I) DISCARD AN ITEM: CHARACTER DROPS CURRENTLY 'PICKED UP' ITEM. 
J) STATISTICS: CURRENT CHARACTER'S VITAL STATISTICS ( E.G.  STRENGTH, 
   MAGIC ABILITY ETC.  ) ARE DISPLAYED IN THE AREA BELOW. 
K) SAVE YOUR CURRENT POSITION IN THE GAME. 
   AMIGA: YOU MUST HAVE A SPERATE FORMATTED DISK NAMED H2SAVE.  IF YOU ARE
   PLAYING FROM A HARD DRIVE THE GAME WILL BE AUTOMATICALLY SAVED TO IT. 
   PC: GAME AUTOMATICALLY SAVED TO HARD DRIVE. 
L) LOAD PREVIOUSLY SAVED GAME. 
M) EXIT: ONCE YOU'VE FINISHED WITH THE ARRANGEMENT OF YOUR BACKPACK AND ARE
   HAPPY WITH YOUR CHOICE OF WEAPONS ETC. ,  CLICK HERE TO RE-ENTER THE GAME. 
 
EQUIPPING ITEMS FOR USE. 

 THE 4 SLOTS N) TO R) ARE WHERE YOU PLACE THE ITEMS OF A GIVEN CATEGORY
THAT YOU WISH THE CHARACTER TO BE ABLE TO USE. 

N) HAND TO HAND COMBAT WEAPON: THE CHARACTER WILL USE THE WEAPON PLACED
   HERE TO FIGHT WITH. 
P) ARMOUR: THE ARMOUR PLACED HERE WILL BE TREATED AS THAT ACTUALLY WORN BY
   THE CHARACTER AND WILL CONTRIBUTE TO THEIR DEFENCE AND REDUCE THE DAMAGE
   THEY TAKE. 
Q) THROWING WEAPONS: ANYTHING PLACED IN THIS SLOT MAY BE THROWN USING THE
   IN GAME THROW PROJECTILE ACTION.  YOU MAY THROW PROJECTILE WEAPONS OR
   MISCELLANEOUS ITEMS. 
   EXCEPTION: TO USE A BOW AND ARROWS,  EQUIP THE BOW IN THIS SLOT AND THE
   ARROWS IN THE GENERAL ITEMS SLOT. 
R) MISCELLANEOUS: ITEMS PLACED HERE CAN BE GIVEN TO NON-PLAYER CHARACTERS
   IN THE GAME USING THE PUSH/GIVE ACTION WHEN ENABLED. 

                               SHOPS

THROUGHOUT THE GAME YOU WILL COME ACROSS SHOPS,  WITHIN WHICH YOU MAY BUY OR
SELL GOODS.  AS YOU ENTER YOU HAVE THE CHOICE OF TWO AREAS TO APPROACH.  TO
THE RIGHT IS THE LARGER OF THE COUNTERS,  WHERE YOU BUY ITEMS.  TO THE LEFT
IS THE SMALLER SELLING COUNTER. 

TO BUY GOODS. 

IF YOU WISH TO BUY GOODS,  WALK UP TO ONE OF THE THREE SECTIONS OF THE
COUNTER TO THE RIGHT OF THE DOOR.  THESE SECTIONS ARE:

          A) WEAPONS          ( A SWORD IS SHOWN ON THE COUNTER FRONT )
          B) MISCELLANEOUS    ( A JAR )
          C) MAGIC            ( A SCROLL )
DEPENDING ON THE TYPE OF GOODS YOU WANT,  YOU MUST APPROACH THE RELEVANT
AREA,  E.G: IF YOU WANT A SWORD,  YOU'LL APPROACH THE WEAPONS AREA. 

THE 'KEEPER" WILL WALK UP TO YOU AND A SCREEN WILL POP UP SHOWING THE
SHOP'S STOCK OF GOODS APPLICABLE TO THAT SECTION.  USING THE UP AND DOWN
ARROWS,  YOU CAN SCROLL THROUGH THE CURRENT STOCK OF THAT SHOP.  THE UNIT
PRICE OF THE GOODS IS DISPLAYED BENEATH EACH ITEM.  TO DO ANYTHING WITH AN
ITEM,  YOU HAVE TO FIRST ' PICK IT UP " WITH THE CURSOR ( THIS WORKS IN THE
SAME MANNER AS WHEN EXAMINING THE CONTENTS OF YOUR BACKPACK IN THE ITEM
SCREEN ).  ONCE YOU HAVE AN ITEM ' PICKED UP " YOU CAN EXAMINE IT BY SINGLE
CLICKING WITH THE LEFT MOUSE KEY ON THE EYE ICON.  TO BUY THE ITEM,  SIMPLY
CLICK ON THE CHARACTER ICON FOR THE CHARACTER YOU WISH TO POSSESS THE
ITEM(S) AND IF YOU HAVE ENOUGH PARTY GOLD,  THE GOLD WILL BE DEDUCTED FROM
YOUR PARTY FUND AND THE ITEM(S) WILL BE ADDED TO THE BACKPACK OF THE
SELECTED CHARACTER.  NOTE: THAT CHARACTER MUST HAVE A BACKPACK SLOT
AVAILABLE OF THE REQUIRED TYPE IN WHICH TO PLACE THE ITEM(S). 

TO SELL GOODS

IF YOU WISH TO SELL GOODS TO RAISE GOLD,  OR BECAUSE YOU SIMPLY DON'T NEED
THEM,  CROSS TO THE COUNTER ON THE LEFT OF THE SHOP.  A 'KEEPER" WILL AWAIT
YOU.  WHEN YOU APPROACH HIM A DIFFERENT WINDOW WILL APPEAR,  SHOWING YOU
BACKPACK'S CONTENTS.  THE ICONS AT THE TOP OF THIS SCREEN ARE THE SAME AS
THE ITEM SCREEN AND ALLOW ACCESS TO THE DIFFERENT TYPES OF ITEMS IN YOUR
PACK. 

BENEATH EACH ITEM IS THE UNIT PRICE THE 'KEEPER" IS WILLING TO BUY THEM OFF
YOU FOR.  IF YOU WANT TO SELL ITEMS,  FIRST PICK THEM UP WITH THE CURSOR AND
THEN SINGLE CLICK WITH THE LEFT MOUSE BUTTON ON THE SELL ICON.  THE ITEM
WILL VANISH AND THE APPROPRIATE AMOUNT OF GOLD WILL BE ADDED TO YOUR PARTY
FUND. 

ONCE YOU HAVE FINISHED SELLING ITEMS,  CLICK OUT OF THE WINDOW USING THE
EXIT ICON. 

                           TREASURE PILES

DURING THE GAME YOU'LL COME ACROSS TREASURE PILES.  THESE ARE TO SIMPLY
INDICATE THAT THERE IS MORE THAN ONE ITEM HERE.  AS YOU MOVE OVER IT OR PICK
IT UP,  A WINDOW WILL OPEN THAT IS VERY SIMILAR TO THE SELLING SCREEN YOU
FIND IN THE SHOP.  THE ONLY DIFFERENCE IS THAT THERE IS NO PRICE LISTED
BENEATH EACH ITEM.  IF THERE ARE MORE THAN NINE ITEMS,  YOU CAN SCROLL UP AND
DOWN THROUGH THEM USING THE ARROW KEYS.  SELECTING ITEMS AND GIVING THEM TO
A PARTICULAR CHARACTER IS CONDUCTED IN EXACTLY THE SAME WAY AS IN THE SHOP
BUY SCREEN EXCEPT THAT THEY COST YOU NOTHING!)



                     OF MAGIC,  MANA,  RUNES AND RO'GELDS. 

A LONG TIME PAST THE WORLDS WERE CREATED USING MAGIC. EVEN NOW. MAGIC IS THE
VERY ROOT OF EXISTENCE OF MANY THINGS. AS EACH WORLD WAS CREATED, THE
POWERFUL MAGICAL ENERGY (MANA) USED IN THAT CREATION, COALESCED INTO A
PHYSICAL FORM. A RO'GELD. EACH WORLD HAS IT'S OWN RO'GELD THAT LEAKS OUT
MANA, KEEPING THE WORLD RUNNING. THE RO'GELD IS THEREFORE THE SOURCE OF ALL
MAGIC FOR A WORLD AND THE CLOSER YOU ARE TO IT THE MORE POWERFUL MAGIC
BECOMES AND THE EASIER SO IT IS TO MANIPULATE. BEING CLOSE TO A RO'GELD IS
OFTEN NO EASY FEAT TO MANAGE. IF SUCH POWERFUL OBJECTS WERE SIMPLY LEFT
LYING AROUND WHERE ANYONE COULD GET AT THEM THEN THE UNIVERSE WOULD
PROBABLY HAVE ENDED A LONG TIME AGO. SO OVER THE AGES EACH RO'GELD HAS
EITHER DEVELOPED OR BEEN GIVEN IT'S OWN SET OF DEFENCES. SOME ARE SIMPLY
DISGUISED, SOME ARE PROTECTED BY ALL MANNER OF DEADLY DEVICES AND SOME ARE
SIMPLY DIFFICULT TO GET AT BUT ALL HAVE SOME FORM OF DEFENCE. 

MANIPULATING MAGIC IS EASY - IF YOU HAPPEN TO BE ONE OF THE GODS. (IN WHICH
CASE, YOU SHOULD ALREADY KNOW THIS!)MORTALS HOWEVER, CANNOT GRASP THE WHOLE
POWER OF MAGIC AT ONCE, IT IS TOO MUCH FOR THEM. THROUGH GENERATIONS OF
ARCANE STUDY THOUGH, THEY HAVE DEVELOPED THE RUNES AS A WAY OF HARNESSING
THE SIMPLE ELEMENTS OF MAGIC WHILE BEING PROTECTED FROM IT'S RAW POWER. EACH
RUNE SYMBOLISES A SINGLE THREAD OF THE OVERALL NATURE OF MAGIC. WHEN
PROPERLY INSCRIBED ON SOMETHING THE RUNE HARNESSES THE POWER OF THAT
PARTICULAR THREAD OF MAGIC AND, WHEN USED BY SOMEONE IN SKILLED IN
RUNELORE, CAN CHANNEL MANA THROUGH THAT PERSON TO PRODUCE A MAGICAL
EFFECT. COMBINING RUNES COMBINES DIFFERENT PROPERTIES OF MAGIC AND HENCE
DIFFERENT SPELLS ARE FORMED. 

BUT BE WARNED! EACH PERSON HAS A TOLERANCE FOR THE AMOUNT OF MANA THEY CAN
HANDLE AND MAGIC CAN BE DANGEROUS TO THE UNSKILLED. NOT DANGEROUS IN AN
ACTIVE SENCE (FOR MAGIC IS NEITHER GOOD NOR EVIL AND HAS NO WILL OR
PURPOSE, IT SIMPLY IS)BUT SHOULD A USER OF MAGIC OVERREACH THEMSELVES. USE
UNWISE COMBINATIONS OF RUNES, OR SIMPLY LACK THE RUNELORE TO CONTROL A
PARTICULAR SPELL THEN THAT SPELL MAY WELL BACKFIRE AND THEN ANYTHING COULD
HAPPEN. AT THE VERY LEAST THE SPELL CASTER WILL HAVE A HANGOVER THAT THOR
HIMSELF WOULD WINCE AT! SOMETIMES, ALL THE RUNELORE IN THE WORLD IS TO NO
AVAIL AND A SPELL WILL SIMPLY GO AWAY. FORTUNATELY, SUCH INCIDENTS ARE
RARE. MOST ACCIDENTS ARE CAUSED BY THE MAGICIANS THEMSELVES AND ACT AS A
SORT OF NATURAL SELECTION FOR THE MAGICALLY TALENTED. 

THE WISE MAGICIAN PRACTICES THE MAGIC THEY KNOW. IN PREFERENCE THEY DO SO
NEAR TO A RO'GELD WHERE IT IS EASIER TO CONTROL AND TAKE LESS EFFORT. IN
GENERAL, THE MORE MANA A SPELL REQUIRES, THE MORE RUNELORE YOU WILL NEED TO
KNOW TO STAND A GOOD CHANCE OF CASTING IT SUCCESSFULLY. HOWEVER. THE SAYING
'RATHER A HANGOVER THAN FACE A HAKRAT'HAS IT'S OWN WISDOM. IT HAS BEEN KNOWN
FOR A MAGICIAN WITH THE BAD LUCK TO CATCH A HAKRAT SWORD IN THE RIBS TO
HAVE THE GOOD LUCK TO SURVIVE CASTING A HEALING SPELL THAT THEY THOUGHT
BEYOND THEIR SKILL. 

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        * SLOWLY TYPED IN    *
        *  BY                *
        *   TWIRL            *
        *       30-4-94      *
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