
The following help was provided by Nick Ridley (nick@mentaur.demon.co.uk) and the original data was Copyright 1994 Nick Ridley. It has been edited by me and is used here with permission from the author.
In short, you have to recover four pieces of a broken amulet that, when assembled, will give you the power to stop the evil Norse God Loki from wreaking havoc over the mortal world. You play two characters: Heimdall and a Valkyrie named Ursha. There seems little need for there to be two characters as both behave similarly and no puzzles seem to require you to be one or the other. Still, you have two inventories in which to store objects and another character to switch to halfway through a fight when the other is about to die. When either the hero or the heroine die, go to the Dwarven Isle of Utguard. Visit a shop and have a look at your inventory. Click on the deceased's face and you can now sell off his/her possessions and buy them back with the character who's still very much alive.
There are three main levels of exploration in Heimdall2. Firstly, there's a sort of heavenly area that is made up of portals. Entering a portal (you need to find the relevant Talisman first) will teleport you to a world that you can freely explore, killing things, solving puzzles, etc. These worlds are explored by selecting an island on a map screen, whereupon your ship sails there. There are also shops where helpful objects can be purchased and other items sold.
Each island consists of a series of locations with exits at the edge of the screen. There is a forced perspective (as in "D-Generation"), meaning that pushing up on the joypad actually makes your guy move up-left. You get used to it very quickly. Unlike in "D-Generation", you can't move diagonally in Heimdall2, and this helps to makes things less confusing in my opinion. You'll soon notice that both the graphics and the animation are of a very high standard. This is presumably a straight port of the A1200 version of the game, with an added CD soundtrack. Loading is for once well organized, never taking more than 10 - 15 seconds. Most islands are loaded in their entirety in that time, so there's no more loading for the immediate future, and it makes a real difference.
You'll soon find yourself in a fight, and this is a good time to start drawing comparisons with the original Heimdall. Fights in the first game happened almost by surprise. There was no monster visible on the screen, and suddenly you would find yourself having to kill something. This involved clicking on one of three buttons with the mouse: Attack, Defend, or Spell. Heimdall2 is little different except that the fighting takes place in the normal environment and you can run away from monsters as a result. The fights are just as unsophisticated, but the two paddle buttons are used for attack and defend and the red button for spells. The game can be paused at any time and the inventory screen entered, from where objects can be shuffled about, things eaten/dropped, and spells mixed. As a result, one should not find him or her self dying desperately quickly, so the game is more accessible to the casual adventurer.
The puzzles involve the standard moving of one object from one place to another, along with more physical things such as having to get from "A" to "B" without touching the spikey ball. The solutions are generally obvious after a little bit of thought, but some things are a little obscure. The game play is not totally linear either, and the islands and indeed worlds can be explored in any order within reason. Herein lies one of the major quirks: The game can be consistently crashed at a particular point with an "unable to allocate enough memory" error, by dropping all one's belongings in one location. It also can unprovokedly crash if you attempt to slash the bars in the prison in the King's Dungeon with your sword.
Spell casting is achieved in a manner similar to Dungeon Master in that a spell is assembled from a series of runes and then cast. Stronger spells use up more mana that can be replenished using potions. Spells are discovered on parchments that are left about.
The game saving system is a little quirky. When you've completed a world, you return to the heavens and the entry portals, and there's a "restart book" that you can pick up. This allows the save game option to work. The problem is that when you reload the game, the save game book reappears leading you to believe you're now free to save the game whenever you want simply by returning to the heavens and picking up the book, etc. In practice, this only starts to confuse the game and it loses track of where you've been and where you haven't. Thus, you end up picking up the same objects twice by revisiting areas that you have already visited.