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Valhalla II (Before The War)
Walkthrough provided by Vulcan Software, typed by Paul Olivero.
apaulo@qb.island.net
Level One
In the room where you begin the level notice the Wizard, look at him and he
speaks to you. Take the book and the piece of paper with "I am infinity"
written on it. Operate the floor tile in the bottom right hand corner of
the room, take the potion of faith. Notice the passageway is the only exit
out of this room, the Wizard blocks the exit out of the level, your task
for this level is to destroy the Wizard so you can progress into level 2.
The passageway is filled with hot coals, if you stand on them your stamina
begins to drop, drink the potion of faith and travel down the passageway.
There are quite a few rooms open to you but the one you need is infinity's
own bedroom, this is the one with the racing track in it. Operate the floor
tile in this room and take the potion of strength. Neardy is the oracle,
look at him and he asks you to bring him luck. Take the left hand exit out
of this room into the Carpenters workshop, take the chest key then pull the
lever to gain access to a large rock that stops you from reaching a four
leaf clover. Drink the strength potion, remove the rock and pick up the
clover. Put the clover on the oracle and he opens the door into the maids
bedroom, at the same time he asks you for a sign. In the maids room operate
the floor tile near the suitcase to find a playing card, another floor tile
in this room reveals a compass. Take the door key from beside the bed. Back
in the Carpenters workshop put the playing card on the Gambler's tomb, take
his snail. Put the compass on the map near to where you foung the clover
and take St. Christopher. Travel back to infinity's bedroom and put the
snail on the race track, two other snails appear and they all have a race.
George's snail losses every time and you gain nothing. Hunt around till you
find some vaseline on the floor and put the snail on top of it. George's
snail is transformed into a racing snail. Put it back on the track, this
time it's a dead heat and the two caskets open. Take a rusty object and the
diary that contains strange ramblings that don't make alot of sense. Put
the rusty object on the sanding machine in the carpenter's workshop and
take the door key. Put the diary on the madman's tomb in the kitchen and
take the confusion spell. The first key you found opens the locked door
near to the vaseline. Inside is an altar with nothing on it, each time you
walk towards it a pearl appears, each time you get close enough to take it,
it disappears again. Take the picture out of this room. Nearby is the
maid's room, put the St. Christopher on the suitcase and take the safe
travel potion. In the kitchen notice the duplication stones, the book
nearby warns you of the passegeway beyond the locked door, put the safe
travel potion on the duplication stone, take both potions. Open the door
with the silver key and travel down to the electrical device. Drink the
safe travel potion and pass through unharmed. Pick up the sugar, the potion
of lies and the door key to get back out. Pick up the note from the Goblin
informing you that if you give him a gift for a king he will disarm the
passegway. The Goblin sits on his sofa. Travel back the way you came before
your potion runs out . Each time you look at the Carpenter he tells you he
has a gift for the king. Put the confusion spell in front of him and in his
confused state he asks who you are. Stand and face him, drink the potion of
lies then look at the piece of paper in your rucksack that says "I am
Infinity". Lying through your teeth you tell him that you are the King and
in his confused state he hands over a jewelled box, a gift for a king.
Drink the second safe travel potion and travel back down to the Goblin,
give him the box, he disarms the passegeway and opens the door into the
Wizards room. Operate the floor tile and take infinity's teddy bear, read
the spell book that tells how to destroy the Wizard. Travel through the
door opened by a lever noticing three tombs as you pass, open another door
with a lever that provides you with a shortcut back to the kitchen. Take
the section of pipe, take the snooker chalk and put it on the tomb of the
hustler. Take the snooker cue in the wall behind the pearl that keeps
disappearing, notice a small hole, insert the snooker cue in here and the
pearl is knocked to the floor allowing you to pick it up. This is for the
spell. By now you will have found the objects you need to make a cake. Put
the cake tin on the stove in the kitchen, then drop inside the egg the
flour and the sugar, take the cake for use later on. Put Infinity's teddy
bear on his bed and take the sleeping pills. Put these on the tomb of the
insomniac near to the Wizards room. Take the nightmare spell and put this
in front of the cook who up until now has told you to leave her alone
because she's sleeping. Put the cake in front of her and she ices it for
you. In the Carpenter's workshop put the picture onto the saw, take the
piece of jigsaw that fits into the incomplete puzzle nearby. The chests
open allowing you to take a heavy bell and a door key. Put the piece of
pipe next to the glass in the Carpenter's workshop, travel to the other end
of the pipe that it fits onto, then put the heavy ball onto it.The ball
rolls down the length of pipe and smashes the glass that was hiding a
potion of faith. Save this for use later. Take the iced birthday cake and
give it to the maid who has been telling you it's her birthday and now
informs you she was only joking. She gives you a sapphire for your trouble,
the book of birthstones will inform you that it is the birthstone of Libra,
put the Sapphire in the scales near to the vaseline, take the sign of Libra
and give it to the Oracle who gives you a vase. The key from the jigsaw
chest opens the door into a room where there is an identical vase on one
side of a locked door, place your vase opposite and the door opens, before
you walk inside it would be a good idea to save your game as this is the
maze. Pull the lever to open a door eleswhere then travel past the
electrical device, once you have done so your potion timer goes up and
begins to descend informing you how long you have before the door into the
maze locks itself, the book at the entrance to the maze explains all about
it. Somewhere inside here is a chest for which you have the key and inside
the chest is the Wizards staff which you need for your spell. The lever in
the maze opened the door below the Carpenters workshop and inside is an old
man who tells you he is hungry. Notice also the potters wheel on which you
place the clay that you would of found by now. Operate the button on the
potters wheel and take the soggy clay bowl. Put this on the kiln in the
Wizards room and take the fired bowl. Fill this with stew from the kitchen
and deliver it to the old man, he rewards you with a coin for the piggy
bank in the maid's room, take the fan and the sword from inside the chests.
Back in the Wizard's room put the fan on the left hand altar that prevents
you reaching the love letter, the fan blows the letter off it's perch so
you can take it. Put the sword on the tomb of the duelist nearby and take
the jewels, put these on the tomb of the jeweller and take the pound note.
You now have all the ingredients for your spell. The pearl, the love
letter, the pound note and the Wizard's staff, put all of these objects
into the Wizard's cauldron and take the banish spell, travel back to the
passegeway of hot coals, drink the potion of faith and travel down it,
place the banish spell in front of the Wizard who disappears into the floor
leaving the way clear.
Level 2
Pick up the tankard, operate the floor tile and take the chest key. Travel
south and pick up a second tankard then take your first left and head into
the room where four hungry and thirsty soldiers are sitting. Take the third
tankard and operate the floor tile, underneath is some stamina. If you look
at the soldier on your left he will demand that you supply him and his
three buddies with some ale. Travel out of the room and head south again,
pull the lever and enter the room where the ale is. Take the tankard off
the stool and fill all four tankards with the soldiers favourite brew.
Before you leave open the chest with your key and take the piece of paper
with the cryptic phrase on it and operate the floor tile, underneath is a
door key. Deliver the ale to the soldiers who empty the tankards and open a
door as a reward for your efforts. Look at the most talkative soldier and
he will demand that you bring them food. Travel out of the room and
straight down into the door they have opened. Inside take a stick and two
chicken legs, deliver these two chicken legs to two of the soldiers as you
will need the room, then travel back to the ale room where it would be a
good idea to leave the tankards. In here you can pull a lever for a
shortcut into a room where a soldier is sat in between two chests. He asks
you for the password. Insert the stick in the hole in the wall then pull
the lever. Travel up and round the u-bend operating all the floor tiles.
Take the sapphires for use later on. The white pattern on the floor tile is
a teleport square, stand on this to be transported to another section of
the map where you come across more floor tiles, operate these and take the
chicken legs, you only need two more as you have already given two to the
soldiers. Check out the room where the Norse Warlords lie. Look at their
tombs to read the cryptic inscriptions. Deliver the two remaining chicken
legs to the soldiers who reward you with a second chest key, look at the
left hand soldier once more he will demand more ale. The key is for the
chest in the Norse Warriors room, take the translation potion then head
back to the soldier who demands the password. Face him and drink the potion
then look at the cryptic piece of paper, the letters change into the words
"Herman's Home", having said this the two chests open and you can take the
protection potion and a cross. Travel up to the locked door near where you
found the second tankard, open the door with the key from the ale room and
take the bone off the stool. Travel south once more to where the green
river of poison breaks. Notice a small piece of poison lying on the floor,
you loose stamina if you try to take it so drink the protection potion. Put
this in the ale and then fill up the tankards once more, it is time to rid
yourself of the demandind soldiers. Deliver the poisonous ale which they
dispose of in one gulp, they are now quietened for ever. This action results
in the locked door of this room opening. Travel up the passageway then take
a left onto a teleport square. You find yourself in a room with a series of
altars with blue diamonds engraved on them. Drop the sapphires you are
carrying which will rid you of three of the altars and also allow you to
pick up a will and a chain. Teleport back the way you came and walk
straight onto the second teleport square. Pick up the 'No' from the altar
then travel down into the torture chanber. One of the soldiers is hoarding
a clock but he allows you to take it. You now have all four objects to give
to the Norse Warlords back in their private chamber. Before you leave
search till you find the altar with the combination written on it, take the
piece of paper that says what's' the combination' off here. The Norse
Warlords reward you with a chess piece each which you will know the
relevance of if you have peeked into the chess board room near to the
torture chamber. Travel to the chess board room and position your Rook and
your Bishop in order to checkmate the King. The Rook goes on the square
by the door on the same line of tiles as the King chess piece. The Bishop
chess piece goes on the square near to the bottom of your screen with the
King chess piece in a diagonal line but not on the diagonal lines of the
other Bishops. When your two pieces have been positioned. The King chess
piece disappears to give you access to a cigar, anothe sapphire and a
teleport square. This transports you to a room where you find a "Bee tray"
and the front page of a newspaper. Return to the room where the sapphire
altars are and drop your new sapphire, this allows you to take a piece of
paper with the words "let him have it" written on it. Back in the torture
chamber you can now order the awake soldier to "let him have it", this
results in the poor prisoner being stretched beyond all recognition. He
instantly dies and the soldier accuses you of killing him, then he informs
you he is going to tell. Take the key that has appeared on the prisoner and
travel back to the throne room of the sapphire altars. You will have
noticed a bottle of stamina over the river. Take this as you will need it,
then set off south walking in the poison itself, stop and drink the stamina
when yours ticks down too far. At the end of the river is a door which you
can unlock. There is a joke here which you can take, then take a shortcut
back to the torture room via a door opened by a lever and a teleport
square. Back in the torture room the King has appeared. Look at him and he
asks if you killed him, look at your "No" piece of paper to deny the whole
thing and ignore the jeering soldiers. The King asks you to prove it at
which point you can produce your newspaper which describes your whereabouts
the day before, he laughs and asks you to prove it. Take the stick from the
prisoner and travel back to the room where you found the joke via the
shortcut. Insert the stick in the hole, pull the lever and enter the
photocopying room. Pick up today's newspaper which has not yet been
printed, then put yesterdays newspaper on the photocopier. This disappears
which is your cue to drop today's unwritten newspaper onto the photocopier.
Take your evidence and go back to face the King. Drop your newspaper on the
floor and the King disappears leaving behind his crown, tell the second
soldier to let his prisoner have it who screams and when asked "what's the
combination" replies "I will betray". Travel back to the photocopying room
and head south till you reach a crown by a locked door. Drop the crown and
enter the room where you will find an eye at the end of a small river. In
this room you will also find another sapphire and an orange. Put the eye,
the will and the 'Bee tray' on the combination stone in that order to open
the door into a new part of the level. Before you leave take the shoes from
the torture room. Stand on the teleport square just beyond the now open
door to discover a door key. Return straight away and progress into unknown
territory where you will find a corresponding locked door. Inside this room
you will find Herman. Herman tells you he's bored so look at the piece of
paper that says 'let him have it'. Herman asks you who but you can't answer
him yet. Operate the floor tile and take the musical note then travel back
to the tuning fork which is near the photocopier (left out of Herman's
room). Take the musical sharp then deposit this and the cigar on the Norse
Warlord tomb of Hamlet Sharp in the same room as Herman. You recieve a
stick in return which you can use on the hole just outside to give you
access to another piece of paper with'crumbly wally' written on it and a
teleport square. This teleports you into a square with walls all around
you, look at the 'crumbly wally' piece of paper to get rid of the walls.
Pick up the comedian potion which is near the family album. You will notice
a teleport maze which you could get lost in forever and a room with five
star filled altars in it. The teleport square in this room transports you
to a room where you find the genesis device and a amplifier. Travel back to
the room where you found the eye and face the soldier who asks why the
chicken crossed the road. If you reply by looking at your joke without
having drunk the comedian potion first the soldier won't even smirk, so
drink the potion first to raise a hearty guffaw and gain access to the two
chests beside him. Take the map for the teleport maze and a thermometer.
Put your shoes on the Norse Warlord's tomb in the same room as the soldier
as he is called Robin Sole. You need another object for this tomb before
you are rewarded. Pick up the sapphire from beside the tomb then head back
to the teleport maze. Use your map to survive the experience then prepare
to eat the cookie monster. You will have found cookies by now so put one in
his bowl to see him slurp his way across the room, devour the cookie and
return to his place by the door he is blocking. To get past him you are
going to have to poison him by placing a cookie beneath the spout of the
same poisoned ale barrel you used to kill the soldiers then operating the
tap to take a poisoned cookie. In the same room as the cookie monster are
some rings which you can take and another locked door, opened by a lever.
This gives you access to a shortcut round the maze and Grumbleweed, the
burping cider drinker. He is still convinced he won the 'who can burp the
loudest' competition. Take the camera film and head back to the camera
which is near the photocopier. Insert the film and then operate the camera
to be provided with a picture of you which you then put on the family
album. It changes into a picture of the King which you use to tell Herman
who you want to 'let him have it'. Herman then asks for his prophecy and
provides you with a chest key for the chest in the same room. In here you
find the Book of Icarus. After poisoning the cookie monster you have access
to another teleport square and an altar with a sapphire on it. Stand on the
Walkthrough provided by Vulcan Software, typed by Paul Olivero.
apaulo@qb.island.net
Level One
In the room where you begin the level notice the Wizard, look at him and he
speaks to you. Take the book and the piece of paper with "I am infinity"
written on it. Operate the floor tile in the bottom right hand corner of
the room, take the potion of faith. Notice the passageway is the only exit
out of this room, the Wizard blocks the exit out of the level, your task
for this level is to destroy the Wizard so you can progress into level 2.
The passageway is filled with hot coals, if you stand on them your stamina
begins to drop, drink the potion of faith and travel down the passageway.
There are quite a few rooms open to you but the one you need is infinity's
own bedroom, this is the one with the racing track in it. Operate the floor
tile in this room and take the potion of strength. Neardy is the oracle,
look at him and he asks you to bring him luck. Take the left hand exit out
of this room into the Carpenters workshop, take the chest key then pull the
lever to gain access to a large rock that stops you from reaching a four
leaf clover. Drink the strength potion, remove the rock and pick up the
clover. Put the clover on the oracle and he opens the door into the maids
bedroom, at the same time he asks you for a sign. In the maids room operate
the floor tile near the suitcase to find a playing card, another floor tile
in this room reveals a compass. Take the door key from beside the bed. Back
in the Carpenters workshop put the playing card on the Gambler's tomb, take
his snail. Put the compass on the map near to where you foung the clover
and take St. Christopher. Travel back to infinity's bedroom and put the
snail on the race track, two other snails appear and they all have a race.
George's snail losses every time and you gain nothing. Hunt around till you
find some vaseline on the floor and put the snail on top of it. George's
snail is transformed into a racing snail. Put it back on the track, this
time it's a dead heat and the two caskets open. Take a rusty object and the
diary that contains strange ramblings that don't make alot of sense. Put
the rusty object on the sanding machine in the carpenter's workshop and
take the door key. Put the diary on the madman's tomb in the kitchen and
take the confusion spell. The first key you found opens the locked door
near to the vaseline. Inside is an altar with nothing on it, each time you
walk towards it a pearl appears, each time you get close enough to take it,
it disappears again. Take the picture out of this room. Nearby is the
maid's room, put the St. Christopher on the suitcase and take the safe
travel potion. In the kitchen notice the duplication stones, the book
nearby warns you of the passegeway beyond the locked door, put the safe
travel potion on the duplication stone, take both potions. Open the door
with the silver key and travel down to the electrical device. Drink the
safe travel potion and pass through unharmed. Pick up the sugar, the potion
of lies and the door key to get back out. Pick up the note from the Goblin
informing you that if you give him a gift for a king he will disarm the
passegway. The Goblin sits on his sofa. Travel back the way you came before
your potion runs out . Each time you look at the Carpenter he tells you he
has a gift for the king. Put the confusion spell in front of him and in his
confused state he asks who you are. Stand and face him, drink the potion of
lies then look at the piece of paper in your rucksack that says "I am
Infinity". Lying through your teeth you tell him that you are the King and
in his confused state he hands over a jewelled box, a gift for a king.
Drink the second safe travel potion and travel back down to the Goblin,
give him the box, he disarms the passegeway and opens the door into the
Wizards room. Operate the floor tile and take infinity's teddy bear, read
the spell book that tells how to destroy the Wizard. Travel through the
door opened by a lever noticing three tombs as you pass, open another door
with a lever that provides you with a shortcut back to the kitchen. Take
the section of pipe, take the snooker chalk and put it on the tomb of the
hustler. Take the snooker cue in the wall behind the pearl that keeps
disappearing, notice a small hole, insert the snooker cue in here and the
pearl is knocked to the floor allowing you to pick it up. This is for the
spell. By now you will have found the objects you need to make a cake. Put
the cake tin on the stove in the kitchen, then drop inside the egg the
flour and the sugar, take the cake for use later on. Put Infinity's teddy
bear on his bed and take the sleeping pills. Put these on the tomb of the
insomniac near to the Wizards room. Take the nightmare spell and put this
in front of the cook who up until now has told you to leave her alone
because she's sleeping. Put the cake in front of her and she ices it for
you. In the Carpenter's workshop put the picture onto the saw, take the
piece of jigsaw that fits into the incomplete puzzle nearby. The chests
open allowing you to take a heavy bell and a door key. Put the piece of
pipe next to the glass in the Carpenter's workshop, travel to the other end
of the pipe that it fits onto, then put the heavy ball onto it.The ball
rolls down the length of pipe and smashes the glass that was hiding a
potion of faith. Save this for use later. Take the iced birthday cake and
give it to the maid who has been telling you it's her birthday and now
informs you she was only joking. She gives you a sapphire for your trouble,
the book of birthstones will inform you that it is the birthstone of Libra,
put the Sapphire in the scales near to the vaseline, take the sign of Libra
and give it to the Oracle who gives you a vase. The key from the jigsaw
chest opens the door into a room where there is an identical vase on one
side of a locked door, place your vase opposite and the door opens, before
you walk inside it would be a good idea to save your game as this is the
maze. Pull the lever to open a door eleswhere then travel past the
electrical device, once you have done so your potion timer goes up and
begins to descend informing you how long you have before the door into the
maze locks itself, the book at the entrance to the maze explains all about
it. Somewhere inside here is a chest for which you have the key and inside
the chest is the Wizards staff which you need for your spell. The lever in
the maze opened the door below the Carpenters workshop and inside is an old
man who tells you he is hungry. Notice also the potters wheel on which you
place the clay that you would of found by now. Operate the button on the
potters wheel and take the soggy clay bowl. Put this on the kiln in the
Wizards room and take the fired bowl. Fill this with stew from the kitchen
and deliver it to the old man, he rewards you with a coin for the piggy
bank in the maid's room, take the fan and the sword from inside the chests.
Back in the Wizard's room put the fan on the left hand altar that prevents
you reaching the love letter, the fan blows the letter off it's perch so
you can take it. Put the sword on the tomb of the duelist nearby and take
the jewels, put these on the tomb of the jeweller and take the pound note.
You now have all the ingredients for your spell. The pearl, the love
letter, the pound note and the Wizard's staff, put all of these objects
into the Wizard's cauldron and take the banish spell, travel back to the
passegeway of hot coals, drink the potion of faith and travel down it,
place the banish spell in front of the Wizard who disappears into the floor
leaving the way clear.
Level 2
Pick up the tankard, operate the floor tile and take the chest key. Travel
south and pick up a second tankard then take your first left and head into
the room where four hungry and thirsty soldiers are sitting. Take the third
tankard and operate the floor tile, underneath is some stamina. If you look
at the soldier on your left he will demand that you supply him and his
three buddies with some ale. Travel out of the room and head south again,
pull the lever and enter the room where the ale is. Take the tankard off
the stool and fill all four tankards with the soldiers favourite brew.
Before you leave open the chest with your key and take the piece of paper
with the cryptic phrase on it and operate the floor tile, underneath is a
door key. Deliver the ale to the soldiers who empty the tankards and open a
door as a reward for your efforts. Look at the most talkative soldier and
he will demand that you bring them food. Travel out of the room and
straight down into the door they have opened. Inside take a stick and two
chicken legs, deliver these two chicken legs to two of the soldiers as you
will need the room, then travel back to the ale room where it would be a
good idea to leave the tankards. In here you can pull a lever for a
shortcut into a room where a soldier is sat in between two chests. He asks
you for the password. Insert the stick in the hole in the wall then pull
the lever. Travel up and round the u-bend operating all the floor tiles.
Take the sapphires for use later on. The white pattern on the floor tile is
a teleport square, stand on this to be transported to another section of
the map where you come across more floor tiles, operate these and take the
chicken legs, you only need two more as you have already given two to the
soldiers. Check out the room where the Norse Warlords lie. Look at their
tombs to read the cryptic inscriptions. Deliver the two remaining chicken
legs to the soldiers who reward you with a second chest key, look at the
left hand soldier once more he will demand more ale. The key is for the
chest in the Norse Warriors room, take the translation potion then head
back to the soldier who demands the password. Face him and drink the potion
then look at the cryptic piece of paper, the letters change into the words
"Herman's Home", having said this the two chests open and you can take the
protection potion and a cross. Travel up to the locked door near where you
found the second tankard, open the door with the key from the ale room and
take the bone off the stool. Travel south once more to where the green
river of poison breaks. Notice a small piece of poison lying on the floor,
you loose stamina if you try to take it so drink the protection potion. Put
this in the ale and then fill up the tankards once more, it is time to rid
yourself of the demandind soldiers. Deliver the poisonous ale which they
dispose of in one gulp, they are now quietened for ever. This action results
in the locked door of this room opening. Travel up the passageway then take
a left onto a teleport square. You find yourself in a room with a series of
altars with blue diamonds engraved on them. Drop the sapphires you are
carrying which will rid you of three of the altars and also allow you to
pick up a will and a chain. Teleport back the way you came and walk
straight onto the second teleport square. Pick up the 'No' from the altar
then travel down into the torture chanber. One of the soldiers is hoarding
a clock but he allows you to take it. You now have all four objects to give
to the Norse Warlords back in their private chamber. Before you leave
search till you find the altar with the combination written on it, take the
piece of paper that says what's' the combination' off here. The Norse
Warlords reward you with a chess piece each which you will know the
relevance of if you have peeked into the chess board room near to the
torture chamber. Travel to the chess board room and position your Rook and
your Bishop in order to checkmate the King. The Rook goes on the square
by the door on the same line of tiles as the King chess piece. The Bishop
chess piece goes on the square near to the bottom of your screen with the
King chess piece in a diagonal line but not on the diagonal lines of the
other Bishops. When your two pieces have been positioned. The King chess
piece disappears to give you access to a cigar, anothe sapphire and a
teleport square. This transports you to a room where you find a "Bee tray"
and the front page of a newspaper. Return to the room where the sapphire
altars are and drop your new sapphire, this allows you to take a piece of
paper with the words "let him have it" written on it. Back in the torture
chamber you can now order the awake soldier to "let him have it", this
results in the poor prisoner being stretched beyond all recognition. He
instantly dies and the soldier accuses you of killing him, then he informs
you he is going to tell. Take the key that has appeared on the prisoner and
travel back to the throne room of the sapphire altars. You will have
noticed a bottle of stamina over the river. Take this as you will need it,
then set off south walking in the poison itself, stop and drink the stamina
when yours ticks down too far. At the end of the river is a door which you
can unlock. There is a joke here which you can take, then take a shortcut
back to the torture room via a door opened by a lever and a teleport
square. Back in the torture room the King has appeared. Look at him and he
asks if you killed him, look at your "No" piece of paper to deny the whole
thing and ignore the jeering soldiers. The King asks you to prove it at
which point you can produce your newspaper which describes your whereabouts
the day before, he laughs and asks you to prove it. Take the stick from the
prisoner and travel back to the room where you found the joke via the
shortcut. Insert the stick in the hole, pull the lever and enter the
photocopying room. Pick up today's newspaper which has not yet been
printed, then put yesterdays newspaper on the photocopier. This disappears
which is your cue to drop today's unwritten newspaper onto the photocopier.
Take your evidence and go back to face the King. Drop your newspaper on the
floor and the King disappears leaving behind his crown, tell the second
soldier to let his prisoner have it who screams and when asked "what's the
combination" replies "I will betray". Travel back to the photocopying room
and head south till you reach a crown by a locked door. Drop the crown and
enter the room where you will find an eye at the end of a small river. In
this room you will also find another sapphire and an orange. Put the eye,
the will and the 'Bee tray' on the combination stone in that order to open
the door into a new part of the level. Before you leave take the shoes from
the torture room. Stand on the teleport square just beyond the now open
door to discover a door key. Return straight away and progress into unknown
territory where you will find a corresponding locked door. Inside this room
you will find Herman. Herman tells you he's bored so look at the piece of
paper that says 'let him have it'. Herman asks you who but you can't answer
him yet. Operate the floor tile and take the musical note then travel back
to the tuning fork which is near the photocopier (left out of Herman's
room). Take the musical sharp then deposit this and the cigar on the Norse
Warlord tomb of Hamlet Sharp in the same room as Herman. You recieve a
stick in return which you can use on the hole just outside to give you
access to another piece of paper with'crumbly wally' written on it and a
teleport square. This teleports you into a square with walls all around
you, look at the 'crumbly wally' piece of paper to get rid of the walls.
Pick up the comedian potion which is near the family album. You will notice
a teleport maze which you could get lost in forever and a room with five
star filled altars in it. The teleport square in this room transports you
to a room where you find the genesis device and a amplifier. Travel back to
the room where you found the eye and face the soldier who asks why the
chicken crossed the road. If you reply by looking at your joke without
having drunk the comedian potion first the soldier won't even smirk, so
drink the potion first to raise a hearty guffaw and gain access to the two
chests beside him. Take the map for the teleport maze and a thermometer.
Put your shoes on the Norse Warlord's tomb in the same room as the soldier
as he is called Robin Sole. You need another object for this tomb before
you are rewarded. Pick up the sapphire from beside the tomb then head back
to the teleport maze. Use your map to survive the experience then prepare
to eat the cookie monster. You will have found cookies by now so put one in
his bowl to see him slurp his way across the room, devour the cookie and
return to his place by the door he is blocking. To get past him you are
going to have to poison him by placing a cookie beneath the spout of the
same poisoned ale barrel you used to kill the soldiers then operating the
tap to take a poisoned cookie. In the same room as the cookie monster are
some rings which you can take and another locked door, opened by a lever.
This gives you access to a shortcut round the maze and Grumbleweed, the
burping cider drinker. He is still convinced he won the 'who can burp the
loudest' competition. Take the camera film and head back to the camera
which is near the photocopier. Insert the film and then operate the camera
to be provided with a picture of you which you then put on the family
album. It changes into a picture of the King which you use to tell Herman
who you want to 'let him have it'. Herman then asks for his prophecy and
provides you with a chest key for the chest in the same room. In here you
find the Book of Icarus. After poisoning the cookie monster you have access
to another teleport square and an altar with a sapphire on it. Stand on the
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- Valhalla - Before the War solution by System on 09/03/2006, 09:50






