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Helherron Underdogs Hot

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Written by Underdogs     March 21, 2009    
 
9.0 (2)
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Off we go again, to save the world from horrors untold.

Unfortunately we are not yet but novice heroes, so first we must hack our way through dozens of species of lower forms of evil, to gain gold, gear, skills, spells and all that munchkin jazz. Good old outset, but what do you know, Helherron turns out to be a great, fun, challenging piece of a fantasy role playing game.

Eight-piece party, the wonderful combat system, the slew of skills and simple tile graphics, among other things, instantly brought Tom Proudfoot's classic RPG Nahlakh into my mind. Actually, by the time I bumped into my first demonic creature in battle, I was wondering whether Helherron was simply recycling all the ideas from Nahlakh. Well, Helherron does stand on its own feet. I suppose that, as both games draw heavily on the usual fantasy repertoire, similarities are inevitable. Nahlakh clearly is an inspiration, and this is of course good news.

Again compared to Nahlakh, Helherron has a little more standard RPG system. Nahlakh's innovative skill and magic systems are passed on in favour of ordinary experience points and levels, and learning spells from spellbooks and casting them with mana points. These and a few other differences makes a Nahlakh veteran tear-eyedly reminisce the demon-blood stained past. However, Helherron's system works well and has a few good ideas on it's own. The overall sense of adventure is great, and the world feels lively with active and interactive people (if not quite on the Ultima VII level). There is a good load of sidequests, which sometimes involve moral choices.

The combat is the heart of Helherron, and it fluidly pumps lots of blood to spill. It is truly tactical, with dozens of spells, items and enemies fueling it up. Someof the more challenging battles, where you have to put all your repertoire of spells and tactics into play, become exciting and even memorable.

There's one thing I really like, is that slain villains drop their loot on the actual map, which in short means you can clear a dungeon of enemies and loot it afterwards.

The unregistered version gives you plenty to play, but it's still just the beginning. Helherron has me deliciously addicted: I just got to play through just one more battle, just one more sidequest, just one more dungeon. Best of all, the designer has released the game as freeware in 2005, although the official site has yet to be updated with the "official freeware" version. In the meantime, you can download the game from this site and use the included registration code to unlock the game.

.min

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test 
 
9.0  (2)

Update:

Solution, how to get to the FINAL LEVEL:
In Helherron 2.04 linux you cannot get to the last level, when you see the person the main quest is about and if you try to walk down the stairs the game crashes to the desktop with the error:
Allegro segmentation fault #11 etc..

Solution:
Go to the levels folder. Change the case of Finale9.al2 to
finale9.al2

Done. The game looks for the file with lower-case beginning letter.
Began an entire new game with newly installed linux, new Helherron package just to test what the heck was wrong and at the final moment I got the same error. But this morning had the above idea and it worked. AaAAAAAarrgh..!!!!



Linux version preferred, less buggy, no 'monster horde' crash to desktop bug there. To create linux guest under Windows XP use Vmware workstation+Suse Linux 10.1: where in Suse's setup select CUSTOM install--software--LibC++ development library and Old LibC++ compatibility libraries. Also Suse should install a Soundblaster Awe32 or so soundcard so you hear a nice welcome sound, when starting Suse linux. This means you will have sound in Helherron 2.04 under linux as well!! Install Suse Linux 10.1 with KDE 'windows'-like graphics interface!!! No CTD bugs there like in windows version and you can play FULLSCREEN by selecting:

1. EXCLUSIVE MODE after booting up Suse linux and by right clicking on Vmware's -top- task bar (which should hide automatically so you maybe only see a 1-2 pixel high grey line on the top of your linux window)

Now you have fullscreen in Vmware, but:
Since you maybe should start Helherron by pressing F4 (opening an X-console) and typeing ./Helhlinux possibly then Helherron says "cannot switch to fullscreen" in this emulated linux. No, sudo -s or su -s or logging in as root didn't help either. (there were such solutions offered on the net)

2. Solution is easy: if you followed above description you have a blue window border (of 'Konqueror'-browser/file manager in linux) around Helherron. Right click on the (top) window title bar, select Advanced----
select NO BORDER

WHAM!! You are playing Helherron 2.04 in FULLSCREEN under Linux with sound!!! :DDD

Tikku's Cave is unreachable in Helherron 2.04 because of changed Line of Sight , right?

Okay guys, here is how you reach the cave:

Let's say you're in the middle of discovering Helherron and built a fairly strong party and you are happy about their spells and gear and character development. So the adventures of your current party is nicely saved in the Saved DIR.

Save a second copy of the whole Helherron game DIR into an another, safe location.

1. Exit your current game if you were playing just now. :)
2. Select Create another party Create some TEMP thing quickly. Save the game right after you see them in town.
3. Exit the game.
4. Start some File Manager in windows or linux
5. Go into the Levels folder.
6. Locate the file tikku.al2
7. Delete the file kobolds.al2
8. Make a copy of the file tikku.al2 under a new name, which is kobolds.al2
9. Basically you have the tikku.al2 level twice now just under 2 diff. names
10. Start the game with the new 'TEMP' party and exit the town where the game begins.
To the Kobolds Cave! Follow the road to south then over the bridge, then north, then follow the road to East, North, East until the road ends (these are short distances). Go a little further east. You will find the Kobolds cave.
Go inside!
Wow!
You have just found yourself at a completely different place.. there are no Kobolds... Go south few steps and read the inscription: Tikku lives here. Keep out! Now save this game! Exit the game.
11. Go to the Saved folder. Your party has an identifier G0 or G1 or G2, etc. If you were adventuring with your favorite party (and possibly killed off the Kobolds early!) then there are a lot of numbered files saved there with your party identifier as an extension. Let's say your party's files end with the G1 extension.
12. If you have adventured with your favorite party and killed off a few dungeons, don't forget to clear the Kobold caves first, before you continue to step #13.
13. If you have previously cleared and robbed the Kobolds then simply DELETE your party's file b]Saved27.g1 , that is the Kobold caves. You don't need to revisit a completely empty cave again, do you? :)
14. If your party is identified with G1 extension by the game then the new TEMP party's saves are.. let's say have G2 extension. Because with the TEMP party you have a saved game at the geographical coordinates of the Kobold caves but leading directly to Tikku's cave map:
15. Rename the Saved27.g2 (Tikku's Cave at geoloc. of Kobolds Cave) to Saved27.g1 overwriting your party's killed off/empty Kobolds cave with a fresh, unlooted Tikku's Cave level.
16. Start Helherron
17. Load your favorite party's savegame
18. Go back to the Kobold caves. Enter the Caves. OOopps.. You are in Tikku's place. You have lost nothing, since you already cleared the Kobold caves and have all XP and loot from there. And now you can explore Tikku's Cave in a game, where this was previously impossible before!!

Have fun!!!!!

Have a good adventuring, good monster-killing and good looting!! :DD

:lol:
test 
 
10.0
mercy Reviewed by mercy August 11, 2011
Last updated: August 23, 2011
Top 500 Reviewer  -   View all my reviews (1)

How to Reach Tikku's Cave in Helherron 2.04


Update:

Solution, how to get to the FINAL LEVEL:
In Helherron 2.04 linux you cannot get to the last level, when you see the person the main quest is about and if you try to walk down the stairs the game crashes to the desktop with the error:
Allegro segmentation fault #11 etc..

Solution:
Go to the levels folder. Change the case of Finale9.al2 to
finale9.al2

Done. The game looks for the file with lower-case beginning letter.
Began an entire new game with newly installed linux, new Helherron package just to test what the heck was wrong and at the final moment I got the same error. But this morning had the above idea and it worked. AaAAAAAarrgh..!!!!



Linux version preferred, less buggy, no 'monster horde' crash to desktop bug there. To create linux guest under Windows XP use Vmware workstation+Suse Linux 10.1: where in Suse's setup select CUSTOM install--software--LibC++ development library and Old LibC++ compatibility libraries. Also Suse should install a Soundblaster Awe32 or so soundcard so you hear a nice welcome sound, when starting Suse linux. This means you will have sound in Helherron 2.04 under linux as well!! Install Suse Linux 10.1 with KDE 'windows'-like graphics interface!!! No CTD bugs there like in windows version and you can play FULLSCREEN by selecting:

1. EXCLUSIVE MODE after booting up Suse linux and by right clicking on Vmware's -top- task bar (which should hide automatically so you maybe only see a 1-2 pixel high grey line on the top of your linux window)

Now you have fullscreen in Vmware, but:
Since you maybe should start Helherron by pressing F4 (opening an X-console) and typeing ./Helhlinux possibly then Helherron says "cannot switch to fullscreen" in this emulated linux. No, sudo -s or su -s or logging in as root didn't help either. (there were such solutions offered on the net)

2. Solution is easy: if you followed above description you have a blue window border (of 'Konqueror'-browser/file manager in linux) around Helherron. Right click on the (top) window title bar, select Advanced----
select NO BORDER

WHAM!! You are playing Helherron 2.04 in FULLSCREEN under Linux with sound!!! :DDD

Tikku's Cave is unreachable in Helherron 2.04 because of changed Line of Sight , right?

Okay guys, here is how you reach the cave:

Let's say you're in the middle of discovering Helherron and built a fairly strong party and you are happy about their spells and gear and character development. So the adventures of your current party is nicely saved in the Saved DIR.

Save a second copy of the whole Helherron game DIR into an another, safe location.

1. Exit your current game if you were playing just now. :)
2. Select Create another party Create some TEMP thing quickly. Save the game right after you see them in town.
3. Exit the game.
4. Start some File Manager in windows or linux
5. Go into the Levels folder.
6. Locate the file tikku.al2
7. Delete the file kobolds.al2
8. Make a copy of the file tikku.al2 under a new name, which is kobolds.al2
9. Basically you have the tikku.al2 level twice now just under 2 diff. names
10. Start the game with the new 'TEMP' party and exit the town where the game begins.
To the Kobolds Cave! Follow the road to south then over the bridge, then north, then follow the road to East, North, East until the road ends (these are short distances). Go a little further east. You will find the Kobolds cave.
Go inside!
Wow!
You have just found yourself at a completely different place.. there are no Kobolds... Go south few steps and read the inscription: Tikku lives here. Keep out! Now save this game! Exit the game.
11. Go to the Saved folder. Your party has an identifier G0 or G1 or G2, etc. If you were adventuring with your favorite party (and possibly killed off the Kobolds early!) then there are a lot of numbered files saved there with your party identifier as an extension. Let's say your party's files end with the G1 extension.
12. If you have adventured with your favorite party and killed off a few dungeons, don't forget to clear the Kobold caves first, before you continue to step #13.
13. If you have previously cleared and robbed the Kobolds then simply DELETE your party's file b]Saved27.g1 , that is the Kobold caves. You don't need to revisit a completely empty cave again, do you? :)
14. If your party is identified with G1 extension by the game then the new TEMP party's saves are.. let's say have G2 extension. Because with the TEMP party you have a saved game at the geographical coordinates of the Kobold caves but leading directly to Tikku's cave map:
15. Rename the Saved27.g2 (Tikku's Cave at geoloc. of Kobolds Cave) to Saved27.g1 overwriting your party's killed off/empty Kobolds cave with a fresh, unlooted Tikku's Cave level.
16. Start Helherron
17. Load your favorite party's savegame
18. Go back to the Kobold caves. Enter the Caves. OOopps.. You are in Tikku's place. You have lost nothing, since you already cleared the Kobold caves and have all XP and loot from there. And now you can explore Tikku's Cave in a game, where this was previously impossible before!!

Have fun!!!!!

Have a good adventuring, good monster-killing and good looting!! :DD

:lol:

Was this review helpful to you? 
This will actually be a review of TWO games. The 2.03 version of Helherron and the 2.04(final version) version.

2.03 is, like Nahlakh, a primitive(in terms of graphics and the top-down perspective), turn-based, party-based CRPG. You create each of your eight party members from a selection of nine races and 9 classes. The races range from the standard Elves, Dwarves, Humans and Halflings to the less common Orcs, Trolls and Lizardmen to the almost-never-seen-as-PCs Golems.

The classes include the standard Fighters, Rangers, Thieves, Magi and Priests, the only-slightly-less-frequent Monks and Barbarians(which one should find rather confusing since Barbarians should be a RACE and not a class. Blame D&D for this one...) and the almost bizarre "Merchant" class. Bards round out the class selection.

Party creation is essential to how easily you will advance through the beginning, middle and end stages. As far as the races go, they are surprisingly well balanced for the most part. Lots of 'hidden' bonuses and drawbacks though. Lizardmen are slightly overpowered(mostly due to their resistances but also they have more total stat bonuses to start off with than any other race. Fairies are better casters than elves(though some will try to argue the contrary) because their only drawback is frailty in combat(and your casters should not BE in combat anyway!) but their flying(no need to up their swimming skill) and stat boni(far superior Intelligence and Willpower and Wisdom compared to elves) and starting casting skills more than make up for this.

You must take one Golem and one Troll in your front line.

Here's why:

The Golem is not only FAR stronger and tougher than even the Troll(they can carry literally TONS of gear without being encumbered), but they are also immune to fear, charm, poison, starvation, disease, and Drowning.
They start with half the normal move allowance though('2' as opposed to '4'). They can only be Barbarians.

Golems however, cannot fight in the arena(a big source of loot and XP in the early game) which is why you need a Troll!

Trolls have somewhat helpful regeneration and the second highest Strength and Constitution in the game. They also have the second best 'Dark vision' in the game(ability to see way back where enemy casters and archers reside, near the back of whatever cave/dungeon you are in).
They have the best chance of beating the arena combats early(no other race really CAN without first grinding for massive XP).

Orcs have the best 'Dark vision' but this means a lot less in the 2.03 versions. Helpful only for archers and casters and you will not want to use orcs for your archer or priest. There are far better races for these.
In 2.04 though, the Shaman class is introduced as Orc-playable and they are the kings of summoning(+25 bonus to summon spells adn can cast BOTH 'Prayer' and 'Magic' spells!)! You can drop off summoned critters right in the enemy mage's lap!

Dwarves are a decent choice for Fighters in the front line. They start with high Axe and Blacksmithing skills and generally good constitution and decent strength.

As for classes, you will want at least one Barbarian(a Golem), at least one fighter OR Barbarian(a Troll) and then either one more Golem Barbarian or a Troll Fighter/Barbarian or a Dwarf Fighter.
Your fourth 'tank' can be a Lizardman Monk(VERY effective in 2.03) or whatever. Just no Rangers! Rangers suck badly in this game!

In 2.03 you will IMO want a Bard(an Elf is good) as they are valuable until the very late game.The song effects are randomized and the chance for having an effect go off depends on your music skill. I have numerous times defeated WAY higher level mobs than I should have been able to fight because the Bard happened to deliver a Mass Damage spell effect of some sort at just the right time(or a mass heal).
You will also want one mage and one Priest. The last member is totally up to you. Want better prices in towns and a decent archer? The Merchant may be your man/woman. Want more direct damage firepower? Maybe another mage will do. Want more healing and summoning power? Grab another priest.

Thieves are decent as archers and occasional backstabbers(there is the rare lock that needs picking(though I think most or all can be forced open by the Golem, even if a few potions are broken...).



Combat(which is the heart of this game...a true squad-level tactical affair like any GOOD RPG) is basically comparable to Nahlakh. Helherron does some things worse and some things better.

Magic is much better in Helherron than in Nahlakh(uses a standard spell-point system as opposed to the Ultima 'Syllable system' that Nahlakh employs) if for no other reason than this game is not saddled with the 'Buff Mages' syndrome and the resulting game balance issues(In Nahlakh/Natuk because the "Strength" attribute is both an indicator of Physique/Size AND Stamina and spell casting drains Strength...the game ends up with Shamans/Mages/Priests/etc. having higher strength scores than the front line tanks and the front line tanks have as high intelligence scores(as the casters) because this is what determines how much Experience one gets).

If you've played Nahlakh before then this game will be VERY familiar as far as keyboard commands/UI is concerned. Basically identical in that regard.

There are very few significant bugs in Helherron 2.03.

Same cannot be said about 2.04 however.

While 2.04 adds some cool new features such as the Shaman class and new graphics(by yours truly) as well as a massive new quest(on the astral plane!), it also adds some(for many) game-breaking bugs. One fan-favorite dungeon from 2.03(Tiku's island) is no longer visitable because of a bug in the LOS code(I am guessing).
Even worse there is a bug which we came to call the 'Monster horde' bug. Any time you encounter a massive number of enemies in combat(like 24+ I think) and one of them manages to attack ANYTHING(including slipping on ice into his own ally) the game crashes to desktop. The only way around this bug is to use scrolls and bard songs to achieve massive and total destruction of all enemies BEFORE they can attack anything.

A few bugs from 2.03 are fixed(like a certain island vendor being unusable) but many more are introduced.

Monks are less effective in 2.04 since(oddly enough) you cannot dual-wield with martial arts(unarmed) and their former automatic ability to ignore enemy zones of control is now tied to the 'Stealth' skill.
They may actually be worse than Rangers now!

There is also the usual 'bad Engrish' which can be corrected(to some extent) using a program I have called 'Obfuscator'(not created or programmed by me..I can't remember the author's name offhand).

Overall, even with the bugs Helherron is a very good game. A shame no one makes these types of 'Pure' CRPG anymore.
test 
 
8.0
SkeleTony Reviewed by SkeleTony October 05, 2009
Top 500 Reviewer  -   View all my reviews (1)

The Dragon is beatable. It's the giant BUGS that kill you!

This will actually be a review of TWO games. The 2.03 version of Helherron and the 2.04(final version) version.

2.03 is, like Nahlakh, a primitive(in terms of graphics and the top-down perspective), turn-based, party-based CRPG. You create each of your eight party members from a selection of nine races and 9 classes. The races range from the standard Elves, Dwarves, Humans and Halflings to the less common Orcs, Trolls and Lizardmen to the almost-never-seen-as-PCs Golems.

The classes include the standard Fighters, Rangers, Thieves, Magi and Priests, the only-slightly-less-frequent Monks and Barbarians(which one should find rather confusing since Barbarians should be a RACE and not a class. Blame D&D for this one...) and the almost bizarre "Merchant" class. Bards round out the class selection.

Party creation is essential to how easily you will advance through the beginning, middle and end stages. As far as the races go, they are surprisingly well balanced for the most part. Lots of 'hidden' bonuses and drawbacks though. Lizardmen are slightly overpowered(mostly due to their resistances but also they have more total stat bonuses to start off with than any other race. Fairies are better casters than elves(though some will try to argue the contrary) because their only drawback is frailty in combat(and your casters should not BE in combat anyway!) but their flying(no need to up their swimming skill) and stat boni(far superior Intelligence and Willpower and Wisdom compared to elves) and starting casting skills more than make up for this.

You must take one Golem and one Troll in your front line.

Here's why:

The Golem is not only FAR stronger and tougher than even the Troll(they can carry literally TONS of gear without being encumbered), but they are also immune to fear, charm, poison, starvation, disease, and Drowning.
They start with half the normal move allowance though('2' as opposed to '4'). They can only be Barbarians.

Golems however, cannot fight in the arena(a big source of loot and XP in the early game) which is why you need a Troll!

Trolls have somewhat helpful regeneration and the second highest Strength and Constitution in the game. They also have the second best 'Dark vision' in the game(ability to see way back where enemy casters and archers reside, near the back of whatever cave/dungeon you are in).
They have the best chance of beating the arena combats early(no other race really CAN without first grinding for massive XP).

Orcs have the best 'Dark vision' but this means a lot less in the 2.03 versions. Helpful only for archers and casters and you will not want to use orcs for your archer or priest. There are far better races for these.
In 2.04 though, the Shaman class is introduced as Orc-playable and they are the kings of summoning(+25 bonus to summon spells adn can cast BOTH 'Prayer' and 'Magic' spells!)! You can drop off summoned critters right in the enemy mage's lap!

Dwarves are a decent choice for Fighters in the front line. They start with high Axe and Blacksmithing skills and generally good constitution and decent strength.

As for classes, you will want at least one Barbarian(a Golem), at least one fighter OR Barbarian(a Troll) and then either one more Golem Barbarian or a Troll Fighter/Barbarian or a Dwarf Fighter.
Your fourth 'tank' can be a Lizardman Monk(VERY effective in 2.03) or whatever. Just no Rangers! Rangers suck badly in this game!

In 2.03 you will IMO want a Bard(an Elf is good) as they are valuable until the very late game.The song effects are randomized and the chance for having an effect go off depends on your music skill. I have numerous times defeated WAY higher level mobs than I should have been able to fight because the Bard happened to deliver a Mass Damage spell effect of some sort at just the right time(or a mass heal).
You will also want one mage and one Priest. The last member is totally up to you. Want better prices in towns and a decent archer? The Merchant may be your man/woman. Want more direct damage firepower? Maybe another mage will do. Want more healing and summoning power? Grab another priest.

Thieves are decent as archers and occasional backstabbers(there is the rare lock that needs picking(though I think most or all can be forced open by the Golem, even if a few potions are broken...).



Combat(which is the heart of this game...a true squad-level tactical affair like any GOOD RPG) is basically comparable to Nahlakh. Helherron does some things worse and some things better.

Magic is much better in Helherron than in Nahlakh(uses a standard spell-point system as opposed to the Ultima 'Syllable system' that Nahlakh employs) if for no other reason than this game is not saddled with the 'Buff Mages' syndrome and the resulting game balance issues(In Nahlakh/Natuk because the "Strength" attribute is both an indicator of Physique/Size AND Stamina and spell casting drains Strength...the game ends up with Shamans/Mages/Priests/etc. having higher strength scores than the front line tanks and the front line tanks have as high intelligence scores(as the casters) because this is what determines how much Experience one gets).

If you've played Nahlakh before then this game will be VERY familiar as far as keyboard commands/UI is concerned. Basically identical in that regard.

There are very few significant bugs in Helherron 2.03.

Same cannot be said about 2.04 however.

While 2.04 adds some cool new features such as the Shaman class and new graphics(by yours truly) as well as a massive new quest(on the astral plane!), it also adds some(for many) game-breaking bugs. One fan-favorite dungeon from 2.03(Tiku's island) is no longer visitable because of a bug in the LOS code(I am guessing).
Even worse there is a bug which we came to call the 'Monster horde' bug. Any time you encounter a massive number of enemies in combat(like 24+ I think) and one of them manages to attack ANYTHING(including slipping on ice into his own ally) the game crashes to desktop. The only way around this bug is to use scrolls and bard songs to achieve massive and total destruction of all enemies BEFORE they can attack anything.

A few bugs from 2.03 are fixed(like a certain island vendor being unusable) but many more are introduced.

Monks are less effective in 2.04 since(oddly enough) you cannot dual-wield with martial arts(unarmed) and their former automatic ability to ignore enemy zones of control is now tied to the 'Stealth' skill.
They may actually be worse than Rangers now!

There is also the usual 'bad Engrish' which can be corrected(to some extent) using a program I have called 'Obfuscator'(not created or programmed by me..I can't remember the author's name offhand).

Overall, even with the bugs Helherron is a very good game. A shame no one makes these types of 'Pure' CRPG anymore.

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