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Читы для Heimdall 2: Into the Hall of Worlds

Чит-файл для Heimdall 2: Into the Hall of Worlds

Heimdall 2:
Into the Hall of Worlds

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Core Design
Издатель:Core Design
Жанры:Adventure / Arcade / Isometric
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1994 г.

Solution [ENG]

Информация актуальна для
What I mean by:

     push-just  strike at the location described give-hold the item in General
Items space, and strike



                          UP

           up/left        / \    up/right
           (left)       /     \  (up)
           bottom/left  \     /  bottom/right
           (down)         \ /    (right)

                          DOWN

HALL OF WORLDS

Pickup the missile weapons enter rightmost gate.

RURIK'S VILLAGE

     Get  runestone.  Shoot  the yellow obelisk with your bow (don't forget to
equip  your  arrows  as  a  General  Item).  Walk across the bridge, and after
conversation with the guard, jump down to the cave in the right/bottom side of
the  screen.  In  the  cave, dodge t he three skulls, and walk upstairs. Climb
into the boat. Walk into the house to the right, get runestone, and walk up to
the  box with a red label on it (its towards the top of the hut) push it open,
and  take  the  circlet  from  inside. Return the way you ca me, back into the
boat, and sail for Eadrick's village.

EADRICK'S VILLAGE

     Walk  upstairs,  enter cave, walk through cave, and head towards the left
of  the  screen.  Now,  head to the hut to the left, and enter it. (Its a good
idea  to  kill  a  few Hackrats around here to build up your combat skills for
future  encounters).  Get  runeston  e, and go right, upstairs, and across the
walkway  to  the throne room. Give the circlet to the king. He will give you a
letter.

     Head  back  to  Rurik's Village, and this time head further left from the
point  where  you got the circlet. Enter the hut, and walk up to the king. You
will  inform  the  king that you bring a peace offering and the king's advisor
will  move  away  from  the stairs . Walk upstairs, and give the letter to the
king. You will receive a pass to the Castle. Make your way back onto the boat,
and sail for the Fisherman's Hut.

FISHERMAN AND LOKI'S SHRINE

     Walk downstairs, kill Hackrat, and enter the hut. Get runestone, and open
the  cupboard  to  free the fisherman. He will give you a holy symbol, and ask
you  to  free  his  daughter.  Return to the boat, and head for Loki's shrine.
Climb  the  stairs  to enter the shrine. If Heimdall has the holy symbol, then
you  must  enter  the  blue portal, if the Valkyrie has it, she must enter the
red. You will be teleported onto a ledge. Walk through the doorway in front of
you. In the next chamber, climb the stairs, and go thr ough the door.

     Now  fall  off  the  ledge,  and  go  through the door. Collect money and
runestone in the next chamber, then step onto the ledge closest to the captive
to free the girl. You will get an amulet. Now, return to the previous chamber,
and for extra treasure take t he arrow from the circle of spikes, and push the
brick  on  the  left side of Loki's statue. Now collect the book, and push the
brick  again.  This  time  a Sigil Blade will appear. Grab it, and move to the
corner  on  the  left  side of the statue. You will be ele vated back onto the
ledge. Now, return to the boat, and sail for the Castle.

CASTLE

     Present  the  doorman  with the pass you got from Rurik's Village. Go in,
and  straight ahead, and talk to the king. He will inform you that his son and
brother  are  missing. Now go back to the chamber before, and go to the right.
Now  up.  Talk  to the wench up stairs. Go back to the central chamber, and go
left  this  time.  Push  the painting, and follow the corridor into the King's
bedchamber.  Push  the  bulge  on the bottom right bedpost, to reveal a signet
ring. Collect the ring, and give it to the guard who is i n the chamber to the
left of the central chamber.

     Now  climb  downstairs into the dungeons. Defeat the Hackrat, and talk to
the  prisoners.  Take the letter the give you back to the King. King's advisor
will  run  away,  and you can now climb upstairs, and enter the doorway on the
upper/right  wall.  Now  shoot  a rrows (or any other missiles) into the three
holes  in upper/left north wall, while dodging the fire spewed by the mouth in
the  upper/left.  When  you get arrows into all three, you may proceed through
the  doorway. In the next room, you will be presented wi th the first piece of
the Amulet. Go back to the hall of the worlds.

DWARVEN CASTLE

     Enter  the  first  gate to your left. Go up, and talk to the dying man in
the  bottom  of  the  heap. He will tell you to meet him in the half-world. Go
back  a  screen,  strike  circle  of flames. Go back to the man. Return to the
circle of flames, and strike it ag ain. Once more, return to the man, take his
armor. Wear the armor, and walk up to the gate in upper/left of the screen. Go
straight  through  the  next  chamber,  and talk to the dwarven king. Take his
letter,  and  runestone.  Go  back  a  screen,  and  take  the  exi  t  to the
bottom/right. Sail to Giant HQ.

GIANT HQ.

     Navigate  your  way  through  the  lava  room, and exit up the stairs and
through  the  door.  Now, walk upstairs, along the walkway, get the runestone,
and  down  the  other  set of stairs. Walk up to the desk, and push the candle
over. Pick up the talisman. Get out , and sail to Giant Isle.

GIANT ISLE

     Use  a  flask  with  water in it, by the lava basin. It will produce some
smoke,  so  you  know you did it. If you don't have a flask full of water, you
can  pick  a  flask in the lava basin room, and fill it up at icy basin in the
room  one  screen  down.  Once you p oured water into the lava, go to the room
down,  and  cross  the  bridge to the bottom/right. Go throught the door. Walk
downstairs,  along the walkway, and jump into the empty space, an elvator will
catch  you.  Go up the other set of stairs, and get the talis man lying on the
ground. Make your way back to the Hall of Worlds. Take the gate to the left of
the one you came through.

LOST CLAN

     You  awaken  in a prison. Push the bread through the bars. Exit cage, and
walk  into  the  sewer, through the drain. Get runestone, walk upstairs. Don't
bother getting the big flask. Take the door up. Talk to the king, give him the
message  from  the other dwar ven king, you will receive a letter to take back
to the first dwarven king.

     Take  the  stairs  down  (to the right of the king), push the skeleton to
obtain  second amulet piece. Back to the king's chamber, and take the door up,
and  make  your  way  through  the  fire chamber to the gateway to the Hall of
Worlds.  Take  the  gate  to  the  righ t, walk three screens up, and give the
letter  from  the  Lost  Clan  to  this king. You will get a talisman allowing
access  to  the  second  Hall of Worlds, called Karylyn. Return to the Hall of
Worlds, and take leftmost gate.

KARYLYN

     Take the leftmost gate. Cross bridge to take talisman, and walk up to the
druid.  After  the  little  speech,  take  the  bottom/right exit, and sail to
Village.

VILLAGE

     Do  not  strike  the  guard in the first screen, take the entrance in the
top/right. Take the first door in the village, kill the slave-master, and take
the  Os  Blade.  Take  the  next  door, and kill the guard. Exit, and take the
runestone beside this building. Return to the boat. Sail to ?????.

???????

     Go upstairs, and twice up. For the rune puzzle, start at second rune from
left. Go right, up, up, left, up, up, left, up, up. This will swich off traps.
Get amulet piece. Return to boat, go to Dakta HQ..
                                        
DAKTA HQ

     Get  runestone,  enter  the  cave  (top/right). Jump off the walkway. Get
potion,  defeat  warrior, enter the nich where the warrior came from. Push the
button on the upper wall of the niche to make the stairs appear. Take the door
in  the upper/right. Talk to w izard, defeat your shadow, kill wizard. Now you
have  talisman for God's realm. Return to boat, and sail to the Druid's Grove.
Enter Karylyn, enter rightmost gate.

GOD'S REALM

     Talk to Anders.

GOD  OF DEATH

     Enter first door on top, get both your characters killed by
walking  up the stairs and touching either the thorns or statue of death. Once
they  are  both  dead,  go  up stairs, and walk through the bright spot in the
wall. Get runestone, crown, a xe, and symbol from the altars, and exit back to
the main hall.

GOD OF JUSTICE

     Enter  chamber directly below. Place the crown you got on the head of the
statue  directly  below the judge, enter circle. Listen, pick up symbol. Enter
door left of the one you were just in.

GOD OF AIR

     Enter  all  the  teleportals, and step off the edge of the screen in each
location  they  take  you, for some good items. Make sure you have the Ketar's
Helmet  before  you  take  the  centre  teleportal  (as you need it to get the
symbol)  and  also  the  Mirror Shield will be needed later. Exit, go straight
across.

GOD OF WAR

     Kill  the two dorks on pedestals, a bridge will form, and you can collect
the  symbol.  You will have to use a bow to kill them. Exit go to the right of
the door you were just in.

GOD OF LIGHT

     Start  at  the middle arrow, and quickly walk up, left, up, left, up, up,
right  up. Get symbol off altar. Exit to main hall and walk across to the last
room.

GOD OF NATURE

     Talk to Anders. Now collect seeds from the plants marked as X's.


    /                   \
  /     O       Anders    \
/                           \
        O       X             \
\          O
  \            X

         X      O
                 O   Exit

     Drop the three seeds into the patch of dirt by Anders. Get his symbol, go
to  the  exit.  Go  to  the  large  doorway at the end of the hall. Drop all 6
symbols  by  the doorway. Enter. Get runestone, climb upstairs. Use the Mirror
Shield in front of the shooting gem. Big Jewel will fall. Go down, and collect
the little red gem near the Big Jewel. Go back to Anders. Talk to him. Go back
to  Karylyn. Take the leftmost gate. Give the Anders's symbol to the Druid. Go
through  the Druid-created doorway. Get runestone. Walk up the shore as far as
you  can  go.  A  sprite will call you, and talk to you. Return to the Hall of
Worlds (through the middle gate in Karylyn). Go through the spider gate.

NIFELHEIM

     Approach  the  lava  at the top/left of the little island. Enter the fire
boat.  Pick  up  all  4 dragon's teeth (some are hidden behind Dragon's Head).
Enter  the  palace. Navigate the lava, and walk upstairs, through the doorway.
Hit  each  of the three heads whe n their mouth are open (hand to hand weapons
are  fine  for  this).  Go  through  the  now unblocked doorway. Make your way
through the three mazes, talk to Hela, and push the secret door on the wall to
the right of Hela (top/right wall).

     Go  through.  Drop  a dragon tooth on each circle so they all glow. Enter
the  now  glowing  big  circle.  Go downstairs in bottom/left corner. Take the
jewel.  Go  back  up,  climd  down  the other stairs, and put the jewel in the
Dragon's  Eyesocket.  Don't  enter  the  circle,  but go through the down/left
passage. Go downstairs on the right and enter the doorway there. Now walk down
the  path  on  the  right.  Go  through  the  doorway. Go downstairs, kill the
monsters,  go  up  the other stairs, go left, and enjoy the show. Ande rs will
teleport you out of the cell.

ASHOK'S REALM

     Enter the spider gate. Push the wall in the top/right corner of the first
room to open a door. Go through, navigate the maze of monsters. Go through and
navigate the runemaze. I can't really be explicit here, because you may find a
better  solution.  I  jus  t spotted the squares which were "safe" during both
color  changes.  Its  not  hard,  just  boring.  Go through the doorway on the
up/left  side.  Go to the left with Heimdall, and kill his shadow, return, and
go  to  the  right  with  Valkyrie,  and  kill her shadow. N ow go through the
central doorway.

     Go  left,  and  keep  stepping on the glowing circles until you're by the
stairs  up.  Go up stairs, and play the chess game: you have to make it to the
other  side, except you have to watch so that neither you nor your shadow step
on  deadly traps. HINT: If you step on a corner of a square, then both you and
your  shadow  can  fit  through.  Get  the  amulet  on  the  other side of the
chessboard.  Go  back  to teleport screen. Enter the first teleportal (glowing
circle)  and  exit  the  room  again.  Go up. Navigate the maze, a nd kill the
wizard  therein. Enter the door in top/right. Move to bottom left, Ashtok will
atack,  get  close  to  him  and  drop the amulet on him. Go through the skull
doorway on top, kill Loki and you win.

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