HeroQuest II: Legacy of Sorasil - Manual
Greetings Champion !
Behold the lands of Rhia! Once a great empire, now dying under the
stranglehold of corruption and pestilence. The rivers have dried, the harvest
lies withered on the parched earth and the livestock are diseased and dying.
The people flock to my tower each day for assuagement, but even I can offer
no council. Few in out noble kingdom are untouched by the grip of fear. My
magic has failed me and soon, I will succumb to the foul curse.
I do not believe this pestilence is the work of nature. Using all my powers
I am now certain that the forces of darkness are responsible for this
festering morass you see before you. My spells have revealed magic so great
and evil that the one responsible for its hegemony is shielded from my
You must rid the land of this malediction, lest all perish and evil will
reign all powerful.
Beyond the Shadow Mountains far from here, lies the land of Kolchoth. Once
a mighty empire of sultans and demi-gods, Kolchoth now lies a decadent ruin
that remembers little of its former glory. Go to Kolchoth and locate the two
talismans of lore which will aid us in our hour of need. Thence, look to the
East, where the rising sun illuminates the lands of Garathor wherein lies the
lost healing Amulet of Tambor-Rin. Turn Southwards across the plains and
beyond to where the moon casts its shadow, to the begotten land of the Elves,
The Iron-Wood forest for there, legend proclaims, lies the Oracle Stone.
With these artifacts I shall heal the land before evil overruns us and
darkness reigns all powerful.
Beyond that I cannot say, but steel yourself for a task greater than any
that you have faced before.
I have given you what help I can in the form of the ancient runes of the
guild of magic. I do not know if they will be of
use, but guard them safely, for they are sacred. You will find them on the
previous scroll of this tome (elsewhere on this disk). Go now and may you be
revered in the sagas for eternity. You are our only hope.
Alamon the Mystic 23.13.24
The Legacy of Sorasil
The Legacy of Sorasil is an epic fantasy adventure with nine fantastic
scenarios to challenge even the most experienced gamer. The scenarios in
Sorasil are not seperate adventures, but all part of a single Campaign with
one overriding objective: to free the lands of Rhia from the grip of evil.
To do this you will need to assemble a party of four heroes and take them
through the campaign world braving the challenges that await you. There are
monsters with special abilities and deadly puzzles and traps that will test
your parties skills to the full.
As you progress through the adventures your characters will gain in
experience and power. Which is important, because each adventure is
progressively more difficult (as you would expect !).
The gameplay in Sorasil is not comfined to dismal dungeons. There are a
multitude of different locations, enchanted forests, mystic temples and
strange castles. A host of evil creatures and perils must be overcome, along
with puzzles and traps to test your mental and physical abilities to the
full. Dont hesitate too long; THEY are waiting for you !
1. Insert your Legacy of Sorasil game disk 1 into the default disk drive.
2. Plug your mouse into port number 1.
3. Turn on your computer (Duh...). The game will now load automatically.
Follow any on-screen loading instructions that may appear.
Installing Legacy of Sorasil onto your Hard Disk Drive
1. Turn on your computer (Double Duh...).
2. Insert Disk 2 at the WorkBench screen.
3. Double click on the install icon and follow the on-screen loading
4. Please note A1200 owners may have to revert back to original chipset
before running via the usual method.
Always wear a condom, or femidom, depending upon sex and/or inclination.
This is the first screen you will see after the game has loaded and the
intro sequence has finished. Click on the appropriate flag for the language
you wish to play the game in. (English, German or French).
Once a language has been selected, this screen will disappear and you will
be taken to the Main Option Screen.
MAIN OPTION SCREEN
There are four options, represented bu an icon. To select an option, click
on its icon with the left mouse button. The icon are described as follows:
1. Map screen/Play game. (Picture of a Map).
2. Character Selection Screen. (Picture of a Question Mark).
3. Load/Save game screen. (Picture of a disk).
4. Character Modification Screen. (The other one, which I cant make out).
CHARACTER SELECTION SCREEN
This screen allows you to select up to four characters to undertake your
quest. You can choose any four characters you wish.
To select a character click on one of the doors to open. The character
currently selected will appear in the door space. Use the mouse to click on
the arrows left and right under the doorway to toggle through the eight
The order in which the characters appear in the doorways will determine the
order of movement in the game. For example, if the Barbarian appears in the
second doorway from the left, he will be the second character to move during
the game: If the Paladin is in the first doorway he will move first in the
Choose your party of heroes wisely. To help you select, a description of
each character and their traits follows.
CHARACTERS AND TRAITS
The abilities printed below are the defaults and you can alter some of
these attributes in the character generation section.
Angor: The Barbarian
Angor is a fearsome and worthy hero. A brutal upbringing with the nomadic
tribes in the Northen Wastes have made Angor a Champion swordsman.
Armed with a mighty broadsword, Angor shuns the armour traditionally worn
by men of the warrior caste, opting to use speed and aggression as his
Angors attitude towards battle is a simple one: if it moves, hit it. If it
does not move, shove it over and then hit it; and if neither of these works,
then it is probably a wall !
Strength: 8 Body: 8 Attack: 7 Defence: 7 Perception: 4
Mind: 2 Move: 10
Oakheart: The Ranger.
The Forests have traditionally provided Rangers with both their homes and
way of life.
Experts in woodcraft and forest lore, Rangers live on their wits, aided by
the eagle-like perception which they have developed through a lifetime in the
Oakheart is at home in the wilderness; tracking and woodland magic are
second nature to him. His sword provides another way out of danger if his
foresting skills fail him.
Strength: 5 Body: 6 Attack: 5 Defence: 5 Perception: 10
Mind: 4 Move: 11
Haxar: The Paladin
The Order of the Knights Paladin are brave and noble crusaders: Guardians
of justice and honour, whose high ideals must be maintained at all times
through a Spartan existence.
Haxar is a pious knight, steadfast, loyal and dependable. Pure in mind and
deed, he is a noble companion to any on the side of goodness and law.
Strength: 6 Body: 8 Attack: 7 Defence: 6 Perception: 5
Mind: 5 Move: 10
Calorflame: The Cleric
Calorflame is a Priestess who can prove both a powerful ally and a
The education and training of clerics involves rigorous religious and
military aspects - after all, spreading the Word of God is never going to be
easy in such a lawless world.
Thus Clerics are a combination of both soldier and sorcerer: formidable
combatants with life-saving spells.
Because of her religious convictions, Calorflame is forbidden to shed blood
and, as a consequence, unable to use edged weapons.
Strength: 5 Body: 6 Attack: 5 Defence: 5 Perception: 4
Mind: 10 Move: 10
Grimbeard: The Fighter
Hailing from the Blue Mountains, Grimbeard is an elite Dwarven warrior
adept in the ways of war.
An expert in weapons, strategy and battle tactics, this master axeman is
also proficient at uncovering and removing traps.
Grimbeard is the most formidable warrior in the heros complement. His
combative skills are beyond compare but, like the Barbarian, just dont expect
much in the way of conversation.
Strength: 9 Body: 9 Attack: 7 Defence: 8 Perception: 7
Mind: 2 Move: 6
Ravenslock: The Wizard
Ravenslock is a supreme sorcerer and learned magic-user. A genius who calls
upon his awesome mind power in order to crush his foes. Although physically
weak, Ravenslock magical powers make him an awesome opponent.
His magic can weaken or defeat opponents where brute strength would fail
and although weak in combat, the Wizards powers cannot be overstated.
Strength: 4 Body: 4 Attack: 4 Defence: 2 Perception: 6
Mind: 14 Move: 10
Stormbow: The Adventurer
The Elven Adventurer Stormbow is a wanderer who has become a jack of all
A competent swordsman, and spell caster with curative powers, Stormbow is a
solid and versatile all-rounder.
His vast experience makes him superbly adaptable with no task or challenge
proving to be beyond the range of his experience. A worth member of any
Strength: 4 Body: 4 Attack: 5 Defence: 5 Perception: 9
Mind: 6 Move: 12
Celeste: The Mystic
Celeste is a captivating beauty, Mistress of the Elements and an
accomplished enchantress. Little is known about this mysterious elementalist,
but she can prove a match for even the most formidable opponents using her
Despite her magical prowess, she is prone to physical attacks, having
limited combat skills.
Strength: 3 Body: 4 Attack: 4 Defence: 2 Perception: 7
Mind: 14 Move: 10
Once you are happy with your party return to the main menu and enter the
character modification screen.
CHARACTER MODIFICATION SCREEN
Each character receives 5 extra points that can be allocated in which ever
way you wish to the following attributes.
Body , Combat , Perception , Strength or Mind.
The five points are represented by the Candle of Life Force at the left of
You cannot decrease any of the character attributes below the default
To alter an attribute, move on to the appropriate icon. An up or down
cursor will automatically appear and each time you click on this, the level
will move up or down by one.
You can still rearrange the levels after the candle has extinguished by
taking away points and reallocating them in the same way until you are happy
with the configuration.
Click on the cursors underneath the character icon to take you to the next
When you are happy with your modifications, click on the arrow at the foot
of the page to return to the main menu.
MAP SCREEN/PLAY GAME
The map screen looks something like this:
Your current location will be shown by a flag. The possible destinations
are shown by flashing icons and you may have a number of destinations to
choose from, at any one time.
To choose a destination, click onto one of the icons with the mouse and
your flag icon will move there. You will now begin your next adventure or
enter a trading post.
As well as the scenarios that make up The Legacy of Sorasil, there are
three trading posts where you will be able to buy and sell equipment and hear
rumours that may help you on your quest.
At the end of a scenario you will be returned to the main menu.
There are three Trading Posts in Legacy of Sorasil, Where you can buy
weapons and equipment or hear rumours that may aid you in your quest. To sell
an object click on the S and you will be presented with a price list giving
the amount the trader is willing to pay you for a particular object. To
select an item for sale, move the scroll bar using the cursors until the
object is highlighted. The item will now appear next to your character icon.
Click on the item with the left mouse button, drag it onto the shop counter
and click again to release it. The item will now disappear from your
inventory, and your gold total will be credited with the appropriate amount.
Its worth bearing in mind that these traders buy low and sell high; this
means you will always pay more to buy an item off a trader than he will to
buy the same item off you.
To buy an item click on the B and a list of all the traders current stock
will appear. If you see an item you wish to purchase, move the scroll bar
until the item is highlighted. The item will appear on the desk in front of
the trader. Click on the item and move it to your character icon. Click a
second time to deposit it in your backpack. The appropriate amount of gold
coins will be deducted from your purse.
Several items are subject to availability and a trader may not have the
more exotic items in stock for long. You should also note the prices of each
item. Generally speaking, the more expensive the merchandice, the more
effective it will be.
Finally, remember that not every charcter can use every weapon. The mage,
for example, would have trouble lifting a broardsword, yet alone hitting
anyone with it. Should you be foolish enough to attemp to buy weapons you
cannot use, dont count on the trader letting you know. He is there to make
money, after all.
At the end of each scenario, you will return to the Main Options screen.
To save a game, click on the save button and follow the on-screen
instructions. To save a game you will need a blank disk. Do not use your game
disks. Note that you can only save after a quest.
To load a saved game, click on the load button and follow the on-screen
If you wish you can generate a set of characters and save them immediately
in this section. This will allow you to return to them straight away should
anything unfortunate happen to them during an adventure.
PLAYING THE GAME
The game is divided up into turns: you move your character first and then
the Forces of Darkness move theirs. Each of your characters moves in the
order you selected at the start, and there are a range of options each can
carry out. These are represented by the icons at the foot of the screen and
described in detail below.
Each character has an allocation of 20 action points per turn that can be
used in which ever way you wish. Complex actions will eat away at the points,
so spend them carefully. For example: Actions such as moving use less points
than searching the surrounding area for traps of treasure. As a rule of
thumb, 1 movement point = 1 action point, whilst a search could cost 10 or
more. You will of course only be able to carry out actions if you have
sufficient points left. By using your points wisely you will be able move,
engage in combat, or cast a spell and search for traps in a single turn.
The actions a character can carry out are as follows:
1.Movement 2.Combat 3.Magic 4.Search for Treasure 5.Search for Doors
6.Look at Map 7.Open Doors 8.Check inventory.
These are represented by the icons in the book at the fool of the screen.
When an option is no longer available to you then the icon will dim.
When you have completed a characters activities for that turn, click on the
bottom right of the icon book to turn the page and carry out activities for
the next character.
When you have finished moving all you characters, the Forces of Darkness
will move theirs. The map will appear on screen showing the movements of any
monsters and any combat between them and your party will be resolved. The
screen will then darken for a few seconds whilst the data is updated and you
can continue to move your characters again.
The playing area is divided into squares and movement into each square
costs 1 action point. Characters can move up to their maximum allocation of
movement points per turn, but they do not have to use all of them.
Movement points are displayed in the bottom left hand corner of the screen.
(Under the footprints).
There are two ways of moving a character.
Firstly, using the mouse, click on one of the four directional arrows to
move your character in the direction you wish. The directions available to
you are highlighted, obviously you will be unable to walk through a tree, for
example. You can change direction as many times as you wish by simply
clicking on a different directional arrow.
Secondly, if you know how many movement points your character has you can
use the mouse to click on a square you wish that charcter to move to. The
character will then move to that square using the minimum number of movement
You do not have to use your movement points all at once. You can, for
example, move, engage in combat or search and then move again, but remember
you will be restricted by the amount of action points you have used during
A character may not move diagonally nor move onto an occupied square. You
can move through a square occupied by a fellow party member only if there is
room for you to exit that square. You may never occupy nor move through a
square with a monster in it.
Combat is split into two stages: attack and defence but both are moderated
by the computer. To engage an enemy in combat you must stand on a square
adjecent to them and, using the left mouse button, click on the sword icon at
the foot of the screen. The cursor will now change into a sword. Simply point
your sword onto the enemy you wish to fight and the computer will resolve
combat. If your character strikes an opponent three times during an attack
round, this indicates that combat was successful and that a hit has been made
against your opponent.
The time it takes for one round of combat depends on which character is
fighting. The Barbarian and Fighter will use up less of their action points
per combat round than the other characters.
You cannot attack diagonally, but up to four characters can attack the same
To save time moving between character and icon you can, if you wish, click
on the combat icon with the right mouse button. From then onwards, every time
you press the right mouse button the cursor will change into a sword and you
can proceed to engage combat in the usual manner. The option to take this
short cut is not restricted to the combat icon, but can be used with any
other icon ie: Spells, Map, Search etc.
All characters can use magic potions and certain characters are able to use
spells. The effectiveness of a spell or a potion is gauged by the mind of the
caster. A potion of lightning bolt thrown by the Barbarian will prove far
less effective than one hurled by the Mystic and, of course, dont expect the
big guy do much else that turn.
The greater a characters intelligence the more potent the spell or potion
and the less time it takes to cast.
To cast a spell or use a potion click on the magic icon. This will take you
to a screen similar to the inventory, but instead of Equipped and Backpack
this has two sections headed Potions and Spells. (Spells can be used more
than once whilst potions have only one charge). Use the mouse to click on the
spell or potion you wish to use: the cursor will now change to a pentacle.
Now click on the arrow at the bottom right of the screen, this will take
you back to the main playing screen.
If the spell or potion you are casting affects an area or can only be used
on the caster themselves (eg Potion of Health) the magic will now work
If the magic is cast over a specific individual, the pentacle will remain
on the screen. Place the pentacle over the character or monster you wish to
cast the spell at and click the left mouse button.
If you decide now not to cast the spell, click the right mouse button.
If your magic was successful the effects of your magic will appear on the
screen. Remember the effectiveness of the of all magic is dependant upon the
mind-points of the caster.
For a list of Magic Spells and their effects see the Spellbook.
Searching For Traps/Secret Doors
Click on the door icon with the left mouse button and an on screen message
will tell you whether your search has been successful and if so how many
traps/secret doors you have found. Click on the message to remove it.
If you have been successful the Playing Screen will show the locations of
the traps/secret doors you have discovered in their appropriate locations.
Once a trap has been discovered it remains a hazard until it has been
deactivated. To do this you will need a tool kit. (The Dwarf already has a
tool kit in his inventory, the other characters must buy one). Once you have
discovered a trap, move your character with the tool kit to a square adjacent
to the trap, select the toolkit icon from your inventory and exit the
inventory. Click on the trap you wish to deactivate with the cursor. The
square is now safe to walk upon.
Monsters do not set off traps, its unfair but true: they set them. A few
words of advice; dont be foolhardy as traps are just as dangerous to the
second person who activates them as the first.
Searching For Treasure
This is done in the same way as searching for traps. Click on the treasure
icon and an on screen message will tell you whether your search has been
successful. If you have found treasure the screen will tell you what you have
found, where it was hidden and show an icon representing the item you have
If you have found treasure, click on the left mouse button to delete the on
screen message and you will find that the trasure has been added to your gold
total/equipment list in your inventory.
If you have found a magic item, follow the same procedure to delete the
message then click on your inventory icon. Your inventory will appear with
the icon representing the newly found magic item in your backpack. If you
click on the item with the left mouse button, the name of the item will
appear in your inventory.
You can choose to keep it there or equip yourself with it. Only by
equipping yourself with the item can you make use of its powers. Potions are
best left in your backpack until needed.
Clicking on this icon will show you a map of the area you have explored so
far. It will show the locations of monsters and members of your party (useful
for when they are all seperated by miles of underground tunnels).
At the end of each turn the Map Screen will appear showing the movements of
the Forces of Darkness for their corresponding turn.
Looking at the Map costs you no action points.
You can scroll around the map by using the four arrows in the bottom right
hand corner of the screen. This will take you through the known areas of the
map. Also by clicking the circle in the middle of the arrows, you can centre
the map on the character currently looking at it. To leave the map, click on
the arrow in the bottom right hand corner of the screen.
To enter or leave a room characters must use the door (unless they have
some magical means available). To open a door stand on the square in front of
it and click on the key icon using the left mouse button. The same procedure
can be used to close an open door. Opening a door does not use up any
movement points and a character can still move if they have any movement
points left for that turn. Once opened a door remains open for the entire
game until a character shuts it. The cost is 1 action point. Note that should
the character be adjacent to more than one door, then they will open the one
directly in front of them.
Clicking on this will take you to the following screen.
This is the inventory screen and it lists the equipment your character
possesses and where they are carrying that equipment.
The top and middle boxes on the left are where weapons are placed when not
in use, the box below tells you how much gold a character has.
Next to these are two large boxes called Equipped and Backpack. Items not
currently in use by the character, can be stored until needed in the
In order to use equipment such as a weapon or magical item, characters must
equip themselves. To do this, press the left mouse button to click on the
item you want to equip the character with, drag the icon into the Equipped
section of the screen and press the left mouse button again to release the
At the foot of the screen is a panel. It is usually blank but if you click
on an item with the mouse, its name will appear in this panel and remain
until the left mouse button is clicked again.
To return to the main playing screen, use the mouse to click once on the
arrow in the bottom right corner of the screen.
Checking your inventory costs no action points.
BOOK OF MAGIC
Ball of Flame
This spell can be cast at any one monster or character. It will inflict 2
body points of damage upon the victim.
Flame of Healing
This spell works only on the caster or their fellow heroes and will restore
up to 4 points of body damage.
Wall of Fire
Creates a 1 square wall of fire for a duration of 2 turns. Anyone who
crosses that square will suffer 3 points of body damage.
This spell causes the victim to cower in fear at the sight of the caster,
rendering them helpless for 1 turn.
Causes the targets combat level to be doubled during the next turn.
(Courage is effective on either the caster of the other party members).
This spell can be cast at any one monster or character. The victim will
receive 2 body points of damage.
Will cause the victim to be engulfed by a whirlwind, the force of which
will cause them to miss 1 turn.
Will double the movement points of any character for one round.
These revitalising winds will restore up to 6 body points on either the
caster or fellow character.
Will find all secret doors and traps within a 10 square radius.
Wall of Water
Creates a 1 square wall of water for a duration of 2 turns. Anyone crossing
that square will lose 3 body points.
Water of Healing
Restores up to 4 points of body damage to ailing heroes.
Sends the victim into a deep unwakeable sleep for 1 turn, making them
unable to defend themselves.
Cast on any individual, this spell will make any metal weapon they carry
Terrifies the enemy making them unable to launch an attack. Demoralised
monsters and characters, however still defend as normal.
Makes the individual impervious to physical attack for 1 round.
Rejuvenates injured heroes to the tune of up to 4 body points.
Typed by Cornflake