The "Valhalla and the Lord of Infinity" solve is an old solve which never had the first level complete. So I have added the official level 1 solve from Vulcan software. You will find it at the end of the first level 1. If anyone finds any of the other levels incomplete let me know and I will typed them out from the Vulcan software solve. apaulo@qb.island.net ************************************* VALHALLA AND THE LORD OF INFINITY Level #2 Sanctuary Level code = LOPFGW Level #3 The Chapel Level code = UHGWIL Level #4 The Tower Level code = ABHEFT Level 1 Pick up the Gold key, go to the alter on your right, (THE IDENTITY STONE) take the book from the alter and drop it on the floor, ya won't need it! Now go to the corridor just below you, walk down the corridor and take the first left, walk along till you come to the gold coin, pick it up, go to H1 and pull the lever outside ROOM 2, now go through the door into ROOM 2 get the CHEST KEY, THE GREY CRYSTAL and pull the lever in the bottom right corner of the room.Go to ROOM 3 and put THE GOLD COIN in THE WISHING WELL, take THE ROUND GEM that appears on the alter, go to the bottom of the room pick up the stick, crack the floor tile that was under the stick and pick up THE GOLD RING, go to ROOM 4, use THE BIG GOLD KEY to open the door, walk straight up and pick up THE GOLD KEY, go to the chest on your left and open it, take THE WITHERED ROSE and go back to ROOM 1, put THE GOLD RING on THE IDENTITY STONE, and take THE PARCHMENT that appears, go to ROOM 5 and put THE PARCHMENT on THE ALTER OF JUSTICE, take THE SYMBOL OF JUSTICE that appears now leave the room and go back to THE MAIN CORRIDOR, walk down the corridor, turn right at the bottom and keep walking untill you come to the alter with the skull on it, THE QUEST SKULL, put THE SYMBOL OF JUSTICE on the alter and go through the door that has just opened to your right, (SAVE) follow the corridor untill you come to a room at the end, pick up THE GOLD KEY and THE POTION OF STRENGTH, go to the top right corner of the room and pick up THE CROWN, the one on the left is a trap!! Now go to the bottom right corner of the room and pull the lever on the wall, go through the door into the next room, when you walk in a door rises behind you, turn around and put THE ROUND GEM on it, it will now go back down! Now got to THE WATER OF LIFE in the top right corner and put THE WITHERED ROSE on it, and pick up THE FLOWER that appears to the right! THE POISON on the alter and THE TAP in the wall are RED HERRINGS!! so don't bother with them, now go to the top left corner of the room and pick up THE PIECE OF WOOD, now leave these two rooms and go back to THE MAIN HALLWAY, (Where the SKULL QUEST is.) Turn left and keep walking untill you come to a stool with a SILVER KEY on it, go to the door just below you and open it with THE BIG GOLD KEY, go in to the room and put THE FLOWER on the alter with the skull on it, THE LOVE SKULL, a door will now open behind you, go to the bottom left corner of the room and put THE CROWN on THE THRONE and pick up THE SHIELD that appears in it's place, now go to the bottom right corner of the room and crack THE FLOOR TILE, ANOTHER MAP! leave it there, ya don't need it! hehe!! Now leave the room the same way you came in and pick up THE SILVER KEY on the stool, now turn left and stand in front of THE BIG BOULDER, drink THE POTION OF STRENGTH and pick up THE BIG BOULDER, now drop the boulder on the drain in the corner just below you, cos you don't need it, (SAVE) Now go back to the room where you picked up THE GREY CRYSTAL (Where THE CRYSTAL FLAME is) and open the chest at the top of the room, take THE COLD PROTECTION and THE CHEST KEY, now leave the room, turn left and go to THE MAIN CORRIDOR, walk straight up and take the 2nd turning on your left, go to the door at the end and open it with THE SILVER KEY, go in to the room and drop THE PIECE OF WOOD on the chasm, walk across, turn right and open the chest at the top of the room, take THE GOLDEN CHALLICE and THE ROUND GEM and go back to THE MAIN CORRIDOR, walk down to the end, turn left and go back in to the room where THE THRONE is, go to the top left corner of the room and put THE GOLDEN CHALLICE on the drain and press the tap in the wall, it will now fill with water! There's a surprise!! hehe!! Now pick it up and go through the door near the bottom right corner of the room, DON'T put THE ROUND GEM on the door that rises behind you!! Follow the corridor untill you come to a lever in the wall, pull it and go through the door and go in to the room above, pick up THE GOLD SYMBOL and pull the lever on the wall, leave the room, walk back down the corridor and take the first turning right, walk up untill you come to the door that rises in front of you, npw put THE ROUND GEM on it, when it goes down, walk out in to THE MAIN HALLWAY, turn right and go back to the room where you got THE GREY CRYSTAL, against the far right hand wall is an alter, THE MIRACLE STONE put THE GOLDEN CHALLICE on THE MIRACLE STONE and it will turn in to wine, now leave the room, once outside, walk straight up to the chest, turn right, pick up THE TALISMAN OF LIGHT and follow the corridor untill you come to an entrance on the left, go in and put THE GOLDEN CHALLICE on the alter with the skull on it, THE WINE SKULL, pick up THE RUBBER SOLES POTION that appears, now leave the room, now you need to go back to where THE BIG BOULDER WAS! go through the entrance that was blocked by THE BIG BOULDER and stop when you see THE ELETRODES in the wall, DO NOT WALK BETWEEN THEM YET!! Drink THE RUBBER SOLES POTION and walk through THE ELECTRODES to the end, there you you will see a switch in the wall with no lever, use THE STICK on the switch and pull the lever that appears, now go through the door that has just opened to your right, walk down the corridor and turn right at the end, against the wall on the far right is an alter with a sword on it, pick up the sword and put the shield in it's place, (The Electrodes are now switched off) now go to the switch just below you and pull the lever, now leave the room, turn right, walk through the first two sets of electrodes and turn left, follow the corridor all the way to the top untill you come to a round gem, pick it up, now go back to the two sets of electrodes you just walked through, between them is a open door, go through it to the room above, now turn round and put the round gem on the door that has just risen out of the floor, go to the top of the room, and put THE GOLD SYMBOL on right hand alter, now you need to go back to where THE BIG BOULDER was! Once there you will see an alter just above you THE BLOODSTONE, with a slit in it, put the sword on the alter, when the blood appears on the blade pick it up, go back to the main corridor walk up and take the first left, go in to the room and put the sword on the alter with the skull on it, THE BLOOD SKULL, now go left and go through the door that has just opened, pick up THE CHEST KEY and pull the lever on the wall, now go back to the main hallway and open the chest LEVEL #1 MAP ___ | |____________________ ______________| | _________________| _ _ | _________________ |_|XXXXXXXX|_| 22 | |______________ | | ___ ______________| |___| | | __ | | | | | |__| 3|_____ | 0___________| ___________ ________| | ______________ | | | 0_ | | | | | | 4 | | | | | | 7 | | | | |_____ | 2 | | | |______| |__ | | | | |_____ | |__| | |_______________ | ____| H 0_________________| _____|0| | __0 1 | __________ _____ | | | | | | | | | | | 6 |__| | |__ | | 10 |_ | | |____________| | | |__________0 | | |______________________| |_______________| | | 1 __ ______ ________ 0_______________ | | | | | | | | | | | | | | | | | | | | | |_____| | | | | ___| | ___| | ________|0| | | | | | ___| | | | | | | | | |XXXXXXXXXX| ___| |___ | |___________|0|___ | | | || H ___ | | 9 | | || 2 | | | |____ ___| | 5 || | | 8 | ____| |___ |_ || | | | | 18 | | || | | | |__________| | _____||_ _| |_____________| |0| |0|__ ____ | | |__ | | | | | | |_______| | | | _______| 0_______ __| _______| |___| _____ | |0| | 0___ |_____| | ___| | | 13 | |_______ | | | |_________| | | | 17 | _____________________________| | | ___| | ___0 __0 | | | | 20 | | | | | | |__________ | | | 12 | | | | | |____ ____| | | | | |_____ | |0| __|0 ___ | | | | 11 | ____| |____ | | |____| | |_________| | | || | | 0______________ | | 21 || 19 | | | |0| | || | ___|0|______ ______| | |___________||____| | || | ____________| || | | _0 || | | | | 14 || 16 | | 15 | | || | |__ | | || | |_______| |____________||________| Valhalla I (The Lord of infinity) From official solve from Vulcan Software, typed by apaulo@qb.island.net. Level 1 Pick up the door key, operate the floor tile in the bottom left hand corner of the room, pick up the map. Come out of the room and take the first left, pick up the gold coin. Go back to the main corridor and walk down the wide but narrow room, pick up the silver key from a stool, and the Talisman of Light from the altar. Walk up and right again, the first door you come to on your left can be opened with the first key you found. Inside take another gold door key. Come out of the room and back the way you came, find the door that is opened with the key you have just found. In this room operate the floor tile in the bottom right, pick up the map that was beneath it. Leave the room and turn right, pull the lever which opens the door next to it. The room beyond this door is trapped so watch your step, you now have the map but the floor is marked so you may not need it. Pick up the small chest key, (this fits a chest in another room where a withered rose is hiding) the grey crystal and at the bottom right right hand corner of the room is a lever you should pull. Leave this room, walk up and turn right and go in the room you have opened by pulling the lever. Put the gold coin in the wishing well and take the red gem. Take the stick and operate the floor tile that it was lying on, this reveals a ring belonging to the Princes father. Take it and travel back to the room where you began the level. Put the ring on the identity stone, it is exchanged for your birthright which should be placed on the altar of justice. This is in the other trapped room. You should now have the scales of justice in your possesion. Give these to the skull that asks "What is your Quest?" He will allow you passage into another room. In here there are two crowns, leave the jewelled crown where it is or you will come a cropper. Take the other crown instead. Pick up the strength potion and the chest key, then pull the lever. In the next room, drop the red gem on the portcullis that came up behind you to remove it. Leave the poison but pick up the plank. Put the withered rose in the water of life and take the fresh rose. Go back to the trapped room where you found the grey crystal and open the chest. Take cold protection potion and another chest key. Find the door that is opened with the silver key, put the plank across the chasm to get to the chest, inside find a chalice and a gem. Travel to the room where the skull is that says "Do You Love Me?" Give him the rose and he opens a door. Ignore the first portcullis that appears behind you and continue through the corridor, pull the lever to open the door. Inside is the gaurdian with blue eyes, pull the lever, take the gold symbol, then leave the room and turn left. Another portcullis appears in front of you, drop the gem onto it to get past. Travel through the door you opened by pulling the lever and head back into the room where the skull is that asks "Do You Love Me? Put the crown on Meredith's throne and take the warriors shield that appears in it's place. Fill the chalice with water from the tap in the same room, then go and find the miracle stone. Put the chalice full of water on the miracle stone to turn it to wine, present this to the relevant skull who rewards you with a robber soles potion. Travel to the boulder that has so far blocked your passage and drink the strength potion, pick up the boulder and put it down were the hole it creates doesn't trap you for eternity. When the strength potion has run out, drink the rubber sole potion. The corridor beyond is filled with the warriors electrocution devices, the rubber sole potion will protect you but time is short. When you reach the end of the corridor, insert the stick in the hole in the wall to make a lever which you have to pull to open the door below. Take the warriors sword then put the warriors shield on the warriors tomb to disarm the passageway. Pull the lever which opens the door opposite. Before entering the room make sure you have found the gem in the U bend of the passageway so you can disarm the portcullis. In this room place the gold symbol on the engraved altar then travel back the way you came and put the warriors sword on the bloodstone, this action covers the sword in blood and is the perfect gift for the skull who asks you for blood, he opens the door to the next room. Inside here find the gaurdian with the red eyes. Take the chest key. Open the relevant chest in which you find the a door key and an unlit candle, the key opens the door at the end of the now disarmed passageway. Inside four skulls all ask you for the talisman of light, give it to the skull in the bottom left of the room and he allows you passage into the next room, all the others will send you screaming to your death. Next door is the gaurdian with the green eyes, put the grey crystal on the stone of two colors which turns it into a yellow crystal. Take the credit card off the floor and hurry back to the room where the warriors tomb is located. Insert the credit card in the electrical machine to open yet another door. In here, take the chest key and place the cold protection potion onto the altar decorated with a black and white circle take the fire protection potion that appears in it's place and take the rock off the stool. Drink the potion and take the eye of the beholder from the hot coals in the room opposite. Put the eye in the water of beauty and take the green crystal. Return to the gaurdian with the green eyes, face it and insert the green crystal. You can now take the first of the four orbs which you place on the relevant altar in the large room where the four altars are found. Your chest key fits the chest in the first trapped room, take the jug of infinity and the piece of coal, travel down to the second trapped room and put the coal on the crystal flame, take the black crystal. Fill the jug of infinity with water from the tap, then travel back down the passageway to the room where the warriors tomb is situated. Insert the black crystal in the gaurdian. You now have access to a small room, pull the lever which opens the door across the chasm and put the unlit candle on the fire stone to light it. The skull in here asks you for the password. Pick up the lit candle and return to the chasm room. Put the lit candle opposite the other candle and the chest opens. Take the red crystal, insert this in the relevant gaurdian to glean the second orb. Cross the chasm and don't forget to pick up the plank as inside the next room another chasm opens up behind you. Take the second gold symbol and a gem. Put the symbol on the second engraved altar in the room where the eye was and a door opens into a room where the infinity stone is found. Put the jug of infinity on here and take the gem of infinity. Operate the floor tile in the top right hand corner of the room and take the dagger. Go and find the skull that asked you for the password, face him then look at the gem of infinity. He allows you to enter a room where you find a stick and an altar with world war engraved onto it. Put the dagger on here and take the poppy. Give this to the skull that asks for rememberance, he rewards you with a parchment, this is full of clues to help you, so read it well. Put the stick in the hole in the room where you found the eye and operate it. This opens the other door behind which is very little apart from a stool. Place the rock on here to gain access to the room where the gaurdian with yellow eyes is lurking. Insert the yellow crystal and take the third orb. Put the parchment on the altar of sadness which is near the bloodstone and take the tears of loyalty, place these in the water of hope in the second trapped room and take the blue crystal. Go find the gaurdian with the blue eyes and grab his orb. You have found all four orbs and if you haven't allready, place them on their appropriate altars, the portcullis in front of the last gaurdian descends so you can insert the gem of infinity, your last task in level one. Level #2 Sanctuary Level code = LOPFGW Crack Floor tile, take RAW CHICKEN, cook it on the grill and give to face in wall, go to bottom right corner of H1 and crack the floor tile, take THE KEY and go to locked door to the left of THE ICE, open the door, walk through untill you come to a lever and pull it, go to ROOM 3, pick up THE COLOURED STICK, go to bottom left corner of room, take THE SMALL TILE, crack the floor tile and take THE POTION OF STRENGTH, go to ROOM 2, stand in front of HEAVY VASE and drink THE POTION OF STRENGTH, take HEAVY VASE and KEY, drop HEAVY VASE where you found it, (the vase can be dropped any where, but dropping it here won't cause you any trouble or grief). go to ROOM 1, open the chest, take THE BOOK and THE WIND CHARM, go to bottom right corner of H1 put THE COLOURED STICK in the switch on the wall and pull the lever, enter ROOM 4 and put THE BOOK on the ALTAR OF 4th DIMENSION, take THE WATCH and pull the lever on the wall just below you, go to ROOM 3 and put THE WATCH on the alter next to THE SHAMAN OF TIME, enter ROOM 5, pick up THE KEY and put it on the grill, take LIQUID METAL, go to altar with key engraved on it, drop LIQUID METAL, take THE KEY, go to the switch just below you and pull the lever. unlock the door, go to ROOM 6, crack the floor tile and take THE KEY, go to ROOM 3 Open the chest, take THE TANKARD and go to ROOM 2, drop THE TANKARD on the drain, press the tap, now put THE TANKARD on THE FUNGI in H1, take THE MOULDY ale and go to ROOM 4, put THE MOULDY ale on the altar next to THE SHAMAN OF IMPURITY, enter H2, crack the floor tile and take RESIST COLD, go to H1 stand in front of THE ICE, drink RESIST COLD, take THE ICE and go to ROOM 4, put THE ICE on THE OVEN and take THE EYE OF HEAVEN, go to ROOM 2 and Put EYE OF HEAVEN on the SUNDIAL, take THE SIGN OF LEO and put it on the lions head, take THE GOLD SYMBOL, go to ROOM 5 and put THE GOLD SYMBOL on DEACTIVATION, STONE take THE MAGIC RING in the bottom left corner of the room and go to THE AISLE OF ALTERS, put THE MAGIC RING on the altar, when it disappears go forward and pick up THE KEY, go to P1 and open the door to ROOM 7, go to the wall at the bottom of the room, crack the floor tile and take THE KEY, pull the two levers and go to ROOM 2, open the chest, take THE ASHES and THE KEY, go to P1 and put THE ASHES on THE PHEONIX altar, take THE WOODEN CROSS, go to ROOM 7 and put THE WOODEN CROSS on THE LEDGER, take THE GOLD CROSS and go to ROOM 6, put THE GOLD CROSS on the alter next to THE SHAMAN OF ETERNITY, enter ROOM 8, take take THE ROUND GEM, crack the floor tile and take THE BLOOD, take THE GEM OF 4 WINDS and THE SMALL TILE, crack the floor tile and take THE KEY, use THE ROUND GEM to exit room, go to ROOM 4, (tip: use ROOM 7 as a short cut). open the chest, take THE KEY and ARTHUR's POTION, go to ROOM 9, take THE BROKEN STICK and THE SMALL TILE, go to H2 and put THE BROKEN STICK on THE GLUE, pick up THE STICK, go to your right and using THE SMALL TILES, make a path across to ROOM 10, crack the floor tile and take THE WOODEN SYMBOL, open the chest, take THE ROUND GEM and go to P2, put THE COLOURED STICK in the switch outside ROOM 11, pull the lever and enter ROOM 11, take THE COLOURED STICK, crack the floor tile and take ROCK OF SALEEM, use THE ROUND GEM to exit room, go to the door to ROOM 12 in P1, put THE COLOURED STICK in the switch, and pull the lever, enter ROOM 12 and put THE BLOOD on THE TREE STUMP, pull the lever that appears, take THE KEY and go to ROOM 6, take THE LIQUID METAL and WIND CHARM and go to ROOM 4, put THE WOODEN SYMBOL on THE SOFT STUFF, pick up THE WOODEN SYMBOL and drop it on the floor ( you won't need it any more ) put THE LIQUID METAL on THE SOFT STUFF and take THE GOLD SYMBOL, go to ROOM 10 and put THE GOLD SYMBOL on THE DEACTIVATION STONE, take THE MAGIC RING in the bottom right corner of the room, go to THE AISLE OF ALTERS and put THE MAGIC RING on the alter, when the alter dissapears go forward and take THE PAPER MONEY, go to ROOM 7 and put THE PAPER MONEY on THE TILL, take THE GOLD COINS and go to ROOM 9, put THE ROCK OF SALEEM on the altar of TRANQUILLITY, take WEREWOLF, put THE GOLD COINS on THE STONE OF CHANGE, and take THE GEM OF 4 WINDS, enter ROOM 13, take THE COLOURED STICK, drink ARTHUR's POTION and take THE SWORD called DILOS, pull lever and enter ROOM 14, Place DILOS across the gap and walk across DILOS, put THE WEREWOLF on the altar of SILVER and take THE SILVER CRESCENT, go to ROOM 7, put THE SILVER CRESCENT on the altar next to THE SHAMAN OF THE MOON, enetr ROOM 15, crack the floor tile and take THE ROUND GEM, go to the switch with no lever in P2, put THE COLOURED STICK in the switch and pull the lever, enter ROOM 16, put WIND CHARM with a disguised S on south vane, take THE MONEY SPIDER, put WIND CHARM with disguised E on east vane, pull lever in bottom left of room, use THE ROUND GEM to exit room, go to ROOM 14 and open the chest, take THE WIND CHARM and THE MAGNET, cross DILOS, turn round and pick up DILOS, go to ROOM 11, take THE STAMINA and drop it on the floor, put THE MAGNET on the stool, take THE METAL BOX, go to ROOM 6, drop THE METAL BOX in the sulphuric acid, take THE PARCHMENT, go to P2 find the alter with the ink on it and put THE PARCHMENT on it, take THE PARCHMENT and return to ROOM 6, put THE PARCHMENT on THE FLAME OF RUIN, take THE SKULL OF DEATH and go to ROOM 7, put MONEY SPIDER on the altar of AFFLUENCE, take THE GOLD BAR and go to ROOM 12, put THE GOLD BAR on the alter next to THE SHAMAN OF WEALTH, enter ROOM 17, take the TOP LEFT KEY, and open the door to ROOM 18, crack the floor tile, take THE WIND CHARM and go to ROOM 16, put THE WIND CHARM with disguised W on west vane, place THE WIND CHARM with disguised N on north vane, the wall at the top of the room will now disappear, put THE GEM OF 4 WINDS on the small altar and take THE GOLD SYMBOL, go to ROOM 15, put THE GOLD SYMBOL on THE DEACTIVATION STONE, take THE MAGIC RING on right of room, put THE SKULL OF DEATH on the altar of RESURRECTION, take the IMMORTAL CHAIN and go to ROOM 18, put THE IMMORTAL CHAIN on THE ETERNAL FLAME, take THE GOLD SYMBOL and go to ROOM 17, put THE GOLD SYMBOL on THE DEACTIVATION STONE, take THE HOLY GRAIL in the small passage at the bottom left of room, go to ROOM 8, put THE HOLY GRAIL on the drain and press the tap, take THE HOLY GRAIL and go to THE AISLE OF ALTERS, put THE MAGIC RING on the altar, walk forward and put THE HOLY GRAIL on the altar next to THE SHAMAN OF IMMORTALITY, use DILOS on gap, and take THE KEY, open the door and keep walking to level 3. LEVEL #2 Map ________ ____________ _____ _______ ____ | | | ___| __ | | | # | | | | 18 | | 11 | ____| |__ | | | # | | 8 | |______ | | | | || 13 | | # | |__ | | | | ______| | 16 || | | # 14 | ________ |0|___________|0| | | | ________|| |__| # | | | | # |___|0|________|0| ___|0 ___0_____#____| | 17 | | 6 # P2 | | | | | | # ______________ |_____| 9 | __| |_ |________ __# | _______ | 0___________|___________ | | | | | | | __|| |#######################| |___________ 0|_______ |0|__| | | 15 | | |#################### # | _________ | 12 |_| __| _| __| | |### AISLE OF ALTERS# |__ | | |_______ 0_ | | | | __________________________ | || |_____ |0| | |______| |______| |####################### | 5 || | | | | 0____ # ___|####################### | || 3 |___| |_| | | _# | |####################### | ___||________ ____ P | | 7 |_| |___|####################### | | | | | 1 | | # ____ |#####| | | | | | | |____|0 ______0 # | | |#####| 10 | |__| ____________| |____| | | # | | |#####| | | ______0 ____ | ___|0|_| |____| |#####| ___| |___ | | | | H | | |#####| |______ | | | | | 1 | | 4 |#####| | | 2 | _____|0|____| |__| _____|#####|_________| | || 0________0________________| | || 1 | |________||_______| Level #3 - The Chapel Level code = UHGWIL Turn around, take cement from POETS TOMB, place cement on crack in the floor go and pick up MONOCLE, go to far left of room, pick up CURLY GRIP, press tap, take APPLE from bush, go to top of room, pick up book, place APPLE on tree trunk, drop book on floor, go to bottom of room. Open drain next to KEY take ARROW (bolt), return to tree trunk, find and then place ARROW on cross bow, stand on drain in top left of room, pull lever, go to tree trunk, get TOFFEE, take CEMENT on drain, open drain, take SEEDS, go to head in the wall between two chests near RIVER KEEPER, give head TOFFEE, take DRINK OF SIGHT and GREEN FINGERS, drink DRINK OF SIGHT, go to bottom of room, take KEY, open door, go through to ROOM 2. Go left, pick up SAND, put SEEDS in earth, press tap, take FLOWER, return to ROOM 1. Go to bottom left of room, find blue vase between two chests, put FLOWER on vase, take RING OF GOODWILL and POETRY, place POETRY on POETS TOMB, go to ROOM 2. Go far right to altar of dispute, put RING OF GOODWILL on altar, take WHITE DOVE, go to ROOM 1. Go to RIVER KEEPER and look at WHITE DOVE, bridge appears, cross and take FRENCH DRAMA, pull lever, go to door on far left of ROOM 1, use CURLY GRIP to open door, go to ROOM 3. Walk 3 (three) paces down, drop SAND, pick up TOFFEE from altar, get KETTLE, go to top far left of room, pick up MATCH, drop KETTLE, press tap, get KETTLE, go to grill, put MATCH on grill, take LIT MATCH, put KETTLE on grill, take KEY, pull lever in top right of room, go and unlock door, go to ROOM 2. Give TOFFEE to head in top left of room, take LYRICAL DRINK, go to POETS TOMB (ROOM 1), drink LYRICAL DRINK, look at POETRY, get SLIPPERS, go to far right of ROOM 2 go through door to ROOM 4. Find grandad, put SLIPPERS on him, take TOFFEE, go to top right of room, give TOFFEE to head, take CANNON BALL, go to ROOM 2. Find cannon, put CANNON BALL in cannon, put LIT MATCH on back of CANNON, go past broken boulder to first drain, open drain, take quill, return to ROOM 2, place QUILL on ink well in bottom right of room, take GLOBE OF WISDOM and HERCULES DRINK, go to ROOM 4. Find PIANO, drink HERCULES DRINK, take PIANO, go to ROOM 5. Place PIANO on musicians tomb, play PIANO, (ie. face keys), pull lever that has appeared in top of room, go to relative on left of room, take CROSS, give him MONOCLE, give him FRENCH DRAMA, take ENGLISH DRAMA, go to ROOM 6. Place CEMENT on crack next to drain in top left of room, take TOFFEE, go to ROOM 5 Give TOFFEE to head in wall in top left of room, take FLUFFY and CHORAL DRINK, go to ROOM 6, Go to relative, place FLUFFY on relative, take KEY, go to bottom left of the four bushes, drink GREEN FINGERS, take LEAF, go to ROOM 2. Place LEAF in herbalist bowl, take HEALING POTION, go to ROOM 3. Stand in front of RIVER KEEPER, look at GLOBE OF WISDOM, cross bridge, take SHAKESPEARE'S DRINK, go to ROOM 1. Give relative ENGLISH DRAMA, drink SHAKESPEARE'S DRINK, look at ENGLISH DRAMA, give relative HEALING POTION, take OFFICIAL PLATE, go to ROOM 4. Drop WHITE DOVE, GLOBE OF WISDOM, OFFICIAL PLATE on floor, go to far left of room, take SONG, go to ROOM 2. Find singers tomb, place SONG on tomb, drink CHORAL DRINK, look at SONG, go to ROOM 6. Go to door bottom left corner, unlock door, go to ROOM 7. Go to drain bottom right corner, open drain, take ROYAL SEAL, go to ROOM 4. Put ROYAL SEAL on royal note in bottom left of room, take WIZZARD'S WAND and LUCKY HEATHER, put WIZZARD'S WAND on WIZZARD'S TOMB, go to ROOM 7. Place LUCKY HEATHER on gypsy's tomb, take UNLUCKY HORSESHOE, go to ROOM 3. Place UNLUCKY HORSESHOE on shiny mirror, take LUCKY HORSESHOE, go to ROOM 5. Go to river keeper, look at LUCKY HORSESHOE, cross bridge, take CEMENT, pull lever, place CEMENT in crack, take CRYSTAL, go to ROOM 7. Stand in front of 3rd face of evil from the left, give face CRYSTAL, quickly go to ROOM 4. Look at WIZZARD'S WAND on WIZZARD'S TOMB, take CANVAS, go to ROOM 7 Go through open door on far right, take OBJECT OF WORTH, open drain, take RECIPE, go to ROOM 7, put RECIPE on cooks tomb, take dough, go to ROOM 8. Take CANDLE from artists tomb, pace CANVAS on tomb,take LORD TERRY`s PICTURE, take PLANK, go to ROOM 4. Drop LUCKY HORSESHOE on floor, put CANDLE on candle holder in bottom right of room, take KEY, go to uncle Terry, place LORD TERRY`s PICTURE on uncle Terry, look at uncle Terry`s face, go to ROOM 8. Open door and go to ROOM 9. Go to top left of room, place DOUGH on oven, take BREAD OF PLENTY, place PLANK on CARPENTER`s tomb, go right, place CROSS on priest`s tomb, take FUNERAL FLOWERS, go to ROOM 8. Go to river keeper, look at BREAD OF PLENTY, cross bridge, take BLADE RESIST DRINK, pull lever, go to ROOM 9. Go to CARPENTER`s tomb, drink BLADE RESIST DRINK, take SAW, go to ROOM 8. Place SAW on relative, go to ROOM 6. Go to open chests, take OBJECT OF WORTH and POTION OF SERMONS, go to ROOM 7. Go to relative, place FUNERAL FLOWERS on relative, drink POTION OF SERMONS, look at FUNERAL FLOWERS, take OFFICIAL PLATE, go to ROOM 9. Take STAFF OF HONOUR, go to ROOM 6. Go to river keeper, look at STAFF OF HONOUR, cross bridge, take OBJECT OF WORTH, go to mix bowl net to river keeper, place ALL 3 OBJECT`s OF WORTH in the bowl, take 2 BEE KING, go to ROOM 8. Go to relative, touch SAW, move to head of relative, look at 2 BEE KING, take OFFICIAL PLATE, drop 2 BEE KING, go to ROOM 4. Collect all OFFICIAL PLATES not held, take 24 WAYS, drop 24 WAYS on floor, go to bottom left of banqueting table, place OCTAGONAL OFFICIAL PLATE on table, place DIAMOND OFFICIAL PLATE on bottom right of table, place TRIANGLE OFFICIAL PLATE on top right of table, place CROSS OFFICIAL PLATE on top left of table, door in bottom right of room will open. Collect ALL objects used on river keepers, WHITE DOVE, GLOBE OF WISDOM, LUCKY HORSESHOE, BREAD OF PLENTY, STAFF OF HONOUR, go through door in bottom right of room, follow passage. Place WHITE DOVE on first hand, move down one step, place GLOBE OF HONOUR on second hand, move down one step, place LUCKY HORSESHOE on third hand, move down one step, place BREAD OF PLENTY on fourth hand, move down one step, place STAFF OF HONOUR on fifth hand, move down one step, follow passage to level 4. Sign can be read if wanted. Level #3 Map ____________ __________________ __ | | | |__| | |__________ | | __ | | | | 1 | | | __ _____| |___| ___| |__| | |_| O___ | | 3 | | | | _ | |_____ ______| |__| |_______| |O| ____________ ______| |______ ___________ __ | | | | | |__| | | | | | | 5 __ | | |__| 2 |____| | | | | __ ________ _____| |__| | 4 | | | ______|O|_____ __ _________ | | |_______________| | |__| || | | |___________ | __ || 9 | | O________ | | 6 | | ||___ ___| |____________| | | | | |__| | | | | | ____________| | | | | |O|_______________________|O|__ __ | |______ | __ |__| | |______ | | 7 | | 8 ________ | | | |___________| |_________| |__| _________| |________________________ |_____________________________________-=> Level #4 The Tower Level code = ABHEFT Take one step forward, turn around, crack the floor tile and Take THE BOOK, go to bottom of ROOM 1, find and take PHRASE BOOK and THE MATCH, put THE MATCH on THE GRILL, take LIT MATCH, and press the tap, take THE CHICKEN LEG, place LIT MATCH on back on THE GRILL, Go to the far right of the room and give THE CHICKEN LEG to THE CARNIVOURE in the wall between the two chests, take THE NECKLACE and THE RECORD, pick up HELLO, go to THE BED, take THE BEDPAN, take GO TO SLEEP, crack the floor tile, take THE SMALL COIN, go to THE BLACK STAIN on the floor and drop THE SMALL COIN on it, pick up THE PENNY BLACK, and put it on THE STAMP ALBUM, take THE KEY, go to THE GRAMAPHONE and put THE RECORD on it, pull the lever, put THE BEDPAN on the drain and press the tap, pick up THE BEDPAN and put it on THE GRILL, pick up THE BEDPAN and put it on THE BED, take THE DRINK and put it on the stool in front of THE COUNCILOR, take THE DRINK OF WORDS, go to object next to the locked door and drink THE DRINK OF WORDS, look at GO TO SLEEP, go to the end of P1 and pull both levers, go to ROOM 2, Go to far end of room, pick up YES, enter passage at far left of room find and pick up NO, go to ROOM 3, crack the floor tile, take DENTURES and go to ROOM 1, go to THE BED, place DENTURES in glass, pull the lever that appears just above you and go to the bottom left corner of the room enter ROOM 4, Go to top left of room, crack the floor tile between the two shrines, take THE COIN and return to ROOM 2, put THE COIN in THE TELEPHONE, look at HELLO, take THE CROOK, go to ROOM 5, go to bishop`s hand on far left, drop CROOK on hand, take BELL (dingalong), go to ROOM 4, Find and take CANDLE, turn around and place BELL, BOOK and CANDLE on bishop's shrine, get RING, get both bottles of STAMINA, go to entrance of ROOM 2, drop both bottles of STAMINA on floor, go to ROOM 3. Put THE RING on bishop's hand, take DRINK OF VOICES, take STAMINA and place it with other bottles of STAMINA, go to ROOM 5. Go to top right of room, get YOU ARE FORGIVEN, go to ROOM 2. Stand in front of slave, drink DRINK OF VOICES, look at YOU ARE FORGIVEN, slave's arms open to reveal a SHREDDER, place PHRASE BOOK on SHREDDER, phrases appear on tables next to SHREDDER, drop YOU ARE FORGIVEN, take THE GARDENER, go to flower at entrance to ROOM 5 take FLOWER, enter ROOM 5. Stand in front of locked door and look at counsellor on your right, look at THE GARDENER, look at YES, place FLOWER on table in front of counsellor, take GLUE, go to ROOM 6 Go to jewellery box, put NECKLACE in jewellery box, take MOTHERS CROWN, go to SECRETARY's bed and take CHESS PIECE, go to door in bottom of room and enter ROOM 7. Place GLUE on table between beds, take KEY, KEY now stuck on GLUE, take KEY, take STAMINA, go to ROOM 6, unlock door, drop STAMINA with the other STAMINA, go to ROOM 5. Go right, Place CHESS PIECE on chess board, take CHESS PIECE, go to ROOM 6. Place CHESS PIECE on SECRETARY's bed, take PHRASE BOOK, go to ROOM 2. Remove all PHRASES from tables and place on floor, drop all phrases carried (not YES and NO), place PHRASE BOOK onto SHREDDER, take IT'S ME YOUR SON, go to ROOM 4. Go to Queen's shrine (top one), place MOTHER's CROWN on shrine, place IT'S ME YOUR SON on Queen's shrine and look at shrine, take DRINK OF VOICES, go to ROOM 2. Get I WANT A SUMMONS from chest next to telephone, get THE GARDENER phrase and go to ROOM 6. Go to Queen`s secretary, drink DRINK OF VOICES, look at I WANT A SUMMONS, look at THE GARDENER, take SUMMONS, drop I WANT A SUMMONS and THE GARDENER, go to ROOM 2 Get TO SEE THE LORD, go to ROOM 5. Go to locked door, look at counsellor on the left, look at TO SEE THE LORD, YES, place SUMMONS on the table in front of the counsellor, take KEY, unlock door, go to ROOM 2. Drop TO SEE THE LORD, get HUMBLE SLAVE, TO SWEAR ALLEGIANCE, I WAS BORN HERE, I'VE HEARD NOTHING, get two bottles STAMINA, go to ROOM 5. Enter passage by the four counsellors, go past the guardians, at the end of the passage drink STAMINA, pull lever, enter LORD OF INFINITY's room, ROOM 8. Stand directly in front of HIM, look at SWEAR ALLEGIANCE, HUMBLE SLAVE, BORN HERE, take KEY drop the phrases used, go to drain in bottom left of room, take CATERPILLAR, go to passage at far right of room, Enter passage, find LETTUCE, put CATERPILLAR on LETTUCE, take CATERPILLAR, open floor, take DOG BONE, drop CATERPILLAR, move down, open door, enter ROOM 9 Go to bed, take IT'S ME YOUR SON and TAROT CARD, go to ROOM 8. Place DOG BONE in one of the dog bowls, take KEY, open door in bottom of room, go through passage, drink STAMINA, go to ROOM 4. Go to psychic's shrine (bottom one), put TAROT card on shrine, take CRYSTAL BALL, go to ROOM 2. Put CRYSTAL BALL on black silk between the two chests, take THIMBLE and DRINK OF SPELLS, go to ROOM 6. Go to jewellery box table, place THIMBLE on tapestry, take NEEDLE, turn around, open floor, take DRINK OF LIGHT FEET, get two bottles of STAMINA, go to ROOM 8, (drink STAMINA after passing the guardians). Go left, put NEEDLE into voodoo doll, enter passage by voodoo doll. Go up, face switch, drink DRINK OF LIGHT FEET, pull lever (1), pull lever (2), pull lever (3), pull lever (4), miss lever (5), pull lever (6), pull lever (7), walk past guardians, pull lever (8), go to end of passage, take FATHER'S CROWN, return ROOM 8, go to ROOM 9. Go to spell book, drink DRINK OF SPELLS, look at spell book, take BREAD, return to ROOM 8. Go to table to the left of HIM, put bread on table, face HIM, look at YES, YES, NO, NO I'VE HEARD NOTHING, take HIS CHALICE, go to ROOM 5. Drink STAMINA, place HIS CHALLICE on drain in top left of ROOM, press tap, pick up HIS CALLICE, go to ROOM 6. Place FATHER's crown on king's shrine, place IT'S ME YOUR SON on shrine, look at shrine, take LIGHT OF VALHALLA, go to ROOM 8. Drink STAMINA, place LIGHT OF VALHALLA on the table that you see when you enter ROOM 8, go to ROOM 9. Place HIS CHALICE on drain in top right hand corner, press tap, pick up HIS CHALICE, go to ROOM 8. Place HIS CHALICE on table next to HIM, face HIM, look at YES, take GOLD STICK, go to ROOM 9. Go to gap at bottom of room, place GOLD STICK in gap and cross,get TAPE RECORDER, return to ROOM 8. Put TAPE RECORDER directly in front of HIM, stand to the right of the TAPE RECORDER and face it, press play. Get LIGHT OF VALHALLA, take it to HIM, stand in front of HIM, use LIGHT OF VALHALLA. LEVEL #4 MAP _______ _________________ | ___ | | | ____|2| | | | | | ____| |1|____| 8 |______ ____________|3| | ____0 ____ | | ____________| | | | | |0|________________ | | | | |_______ _______| | | |4| |0| | | | |________________ | | | 9 | | ______________ | | | | | | | | |__ | | | _____________| | | | 0__| | | ___|XXXX| _________| | | | | | | __5______| _______| |_______ |________| | | | | |6| KINGS | 5 |____ ______| | CROWN | | | ______| | |_______ ____________| | | V |0| | |________________________ | | |_7_______________________X| | | |P| _________________ |1| | | | | ______| |_| |_______________________________ | 2 _0 0___ | ____ ___| | | | | 6 | | | | _ | | | | | | |__| | |________________________| | | |_____________ ___________| | 3 ____| | | |0|___________ | | | | |____ | |____| ________________________|0|____________________ | 7 | |___________________ _______________________ | | | | | | | |________| | | | |__________ | | | __________| ___________ ___________________| |_______________________| | | | | ____________| | | | | | | | | | 4 | | 1 | | | | | | |_| | | _0__________________________________| |___________| **************************************** VALHALLA BEFORE THE WAR Walkthrough provided by Vulcan Software, typed by 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 teleport square and you find yourself at the top of the sapphire altar room. Get past the altar that is blocking your way by dropping a sapphire on it, you now have access to a pear and nearby you will find a banana and some earth. Down the left hand passageway you will find a soldier who informs you it will cost you. Take the arrow that's on his table. Travel back the way you came and turn right, down a short passageway there is another teleport square. This transports you to a small room where you will notice a cider press. Travel back to the room where the joking soldier is and put the arrow on the tomb of the Norse Warloed Robin Sole. He rewards you with a potion of extreme luck. Return to the fruit machine and put your three pieces of fruit on the rollers, operate the lever under the influence of the potion and the three pieces of fruit turn into apples which you can take. At the same time a pile of gold coins appears in the small room beside the fruit machine, but a locked door prevents you from reaching them. Put all three apples on the cider press and take the bottle of cider. Your task now is to beat Grumbleweed in your own 'who can burp the loudest' competition. Fill up one of the tankards in Herman's room with ale then travel back to Grumbleweed. Give him the cider so he can produce one of his most excellent burps then put the amplifier on the square beside him, stand on the amplifier then drink your ale. You win the competition and Grumbleweed hands over the flytrap plant. You now have all the objects you need to create the planets from the genisis device. Insert the thermometer which will provide you with the planet Mercury, the rings to give you Saturn, the flytrap to give you Venus and the earth to give you Earth. Place the planets in the correct order on the cosmos altars (Mercury, Earth, Venus, Saturn) and the last altar lights up to represent the sun. Put the Book of Icarus on here and you are rewarded with Herman's prophecy. Dutifully deliver this to Herman and he will give you the key for the room where the coins are lurking. Give these to the soldier who says 'It will cost you', the last door opens and you're on your way to level three. the Haunted Gallery. Level 3 You start the level standing by a door, nearby is a key and the logical thing to do is insert the key in the door. Iff you do this you will meet the first ghost of level three who appears as you unlock the door, sails over to a lever nearby, locks the door you've just opened, then disappears back down it's hole. Nothing will cover this hole properly to prevent the spectre getting out and foiling your plans. Explore the room you are in instead and meet the mummy who won't talk to you and a vampire that wants his well done, whatever that means. Operate three floor tiles to find some stamina, a box of matches and a chest key, take the bag of cement and the piece of paper that says 'please will you move'. Put one of the toy blocks that are lying around in the toy box to meet another spectre. This one prevents you getting in the door from which he materialises. Pull the lever by another locked door and head into the room where you can dispose of your cement in the cement mixer, pick up some pebbles which you can change to sand on the grinding machine in the first room. Put the sand in the cement mixer and travel down to the second room where you will notice the ghost trap, a conveyor belt operated by a lever and a floor tile which you can operate, beneath it is a stick. Beyond the trap is a slimy river which takes away your stamina, travel down here to reach a chest that opens with your key. Inside is a piece of guttering. On the way back don't forget to pick up the binoculars and extra stamina. Put the guttering between the cement mixer and the water barrel, operate the tap on the barrel, then operate the cement mixer. Grab the cement that appears next to it then return triumphantly to the hole in the first room which you can now plug up for eternity. Finally you can leave this room and meet the zombie that refuses to get out of your way even when you ask him nicely. Insert the stick in the hole and operate the lever to gaim access to a room with a Hoover in it. Operate the floor tile to take a piece of paper that says 'Where is M'. Take the portable ghost trap and the stick that looks slightly different to the sticks you find to open doors with. You are now equipped out to dispose of the playful ghost in the first room. Put the trap down between the toy box and the door, then put a toy block in the toy box. The ghost appears then promptly disappears into your trap. It would be a good idea now to empty your trap in the permanent ghost trap near the conveyor belt so you can use it again. Return to the room you have just gained access to and speak to the vampire who tells you to find his wife. Operate the floor tiles and take the chicken egg and a fly then return to the first room where you can put the fly in the cobweb to take a tempermental spider that turns into a chest key each time you put him down. He obviously needs a stabilising treatment of some kind so put him in the molecular stabiliser next to the mummy nearby. He changes permanently into a chest key and the mummy informs you he's in shock. Obviously got a weak stomach. Open the chest near to where you found the pebbles and take a second stick. Travel back to the river of slime that crosses your path near to the exit out of the room where you began the level. Make sure you have plenty of stamina then set off down the right hand fork of the river. (This is your right not Infinity's). At the end of the river insert the stick into the hole and pull the lever, this opens the door into another room. Inside you can drop your 'different looking ' stick onto the lathe and fashion yourself something which resembles a stake. Pull the lever in this room for a shortcut to avoid the slime river, then return to the unsuspecting vampire in the room where you began the level. Drop the stake on his coffin and take the teeth which you get in return. Put the teeth and the box of matches on the tomb of Arson Molar in the room where the conveyor belt is and take the angry potion. Go and face the stubborn zombie who blocks the passageway, drink the angry potion and look at the piece of paper that says 'Please will you move'. Being timid he disappears at the hint of a raised voice so you can progress into a small courtyard where yet another zombie blocks your way. There's a vampire here also who takes your stamina each time you try and take the calendar day that's sat on his coffin. Take the bell and the music sheet then return to the room where the wifeless vampire lives and put the binoculars and the sheet music on the tomb of 'Brahms Seeformiles'. Take the door key you recieve in return. Travel back to the locked door in the small courtyard and open it with your key. In here notice another ghost. Put the ghost trap down between the spectre and the telephone then operate the telephone that is nearest to the door. He obediently dashes over to answer it and in the process disappears inside your trap. In this room you can put your 'Where is M' piece of paper onto the book of names and take the new piece of paper which says 'Where is Mestophiles'. Take the tape which is also in this room and Cupid's bow. Go and face the zombie in the small courtyard then ask him where Mestophiles is. So scared by the mention of the great one's name he vanishes into thin air allowing you to pick up a second bell, a piece of paper which says 'Is anybody there' and get into another room. In here you will notice three altars with hammers attached to them and a mummy who says 'play me a tune'. If you put the two bells on the altars then operate the lever the hammers will tap out a tune on the bells, as you are missing one, nothing will happen yet. Pick up the Santa hat and operate the lever allowing you access to a strange room where the two objects inside it constantly evade your grasp. From here you can reach another room where another ghost lurks near a televison, take the tennis racket nearby. Return to the room where the cement mixer is and put chicken egg in the nest, the chicken wanders over and sits down. Put the tape in the tape recorder and operate it, the sound of the barking dog alarms the chicken who makes a sharp exit, leaving behind dome of it's feathers. Put these beneath the conveyor belt so when you pull the lever, the object that sails along it doesn't smash on the floor but lands safely on the feathers. The object is an upturned glass. Travel to the room where you may have noticed a ouija board, put the upturned glass on the top of it then look at the piece of paper that says "is there anybody there'. The glass slides over to the word 'yes' and the chests open allowing you to take the Hoover bag and the stethescope. Put the stethoscope and cupids bow on the tomb of Doctor Love in the small courtyard, you are rewarded with the third bell. Put this on the last altar and operate the lever, you here a short tune and the mummy rewards you with a key for the door next to him. Unlock this to discover a maze filled with rivers of slime. All you need to get through the maze is plenty of stamina. At the end find a key which fits the locked door in the room with the bells in it. This is the door to Mestophiles chamber. Stand on the pentagram and look at the piece of paper that says 'Where is Mestophiles' the evil one dutifully appears, look at him and he asks you to find his ring. Take the chalice from this room, the flower and the piece of paper which says 'I wish I was in Kansas'. You may have read about Susan the Zombie with hay fever who only materialises when she sneezes. The room she is hiding in is the room where the telephones are so put your flower in the vase in this room and she will appear with a violent sneeze. Look at the Zombie and she will inform you that she wants to look like you. travel back to the room with the ouija board in it and fill up the chalice with brandy from the barrel. Deliver this to the mummy who is in shock and he will give you a potion of thieves. Drink this in order to take the calendar day from the stubborn vampire in the small courtyard then take your prize to the room with the Hoover in it. Put the hoover bag in the Hoover then put the calendar day on the altar where you found the book about the vampire's wife.When she has appeared operate the Hoover and she is sucked inside the hoover bag which you can remove. Deliver the full Hoover bag to the love lost vampire who asked you to find his wife, he rewards you with a mirror spell. Take this down to the zombie who wants to look like you and drop it in the square in front of her. She transforms into your double and returns Mestophiles ring. Take this to Mestophiles who rewards you with some mistletoe and tells you to prove that you are evil. Put the mistletoe and the Santa hat on the tomb of Nicholas Kiss, take the invisible potion. Drink this so you can creep up to the two objects that keep jumping out of your grasp in the room near the bells. The objects are a piece of paper with the word 'Innocent' written on it, and a telekinesis potion. In tha small courtyard you may have noticed a potion that is too far away for you to pick up. Drink the telekinesis potion and look at the piece of paper that says 'Will you move please', the potion that sails towards you is a potion of evil. Go and stand on the pentagram nearby and look at the piece of paper that says 'I wish I were in Kansas', you are magically transported to a room where a zombie sits on trial for stealing some pebbles. Look at the zombie and the two mummies inform you of his charge and then ask you whay your verdict is. Look at the piece of paper with the word 'Innocent' written on it' under the influence of the potion of evil. Instead of saying innocent you say guilty and the poor zombie is instantly executed, nothing remains of him but a piece of zombie face which you can take. Deliver this to Mestophiles to prove how evil you are, he rewards you with a book 'Wuthering Heights' then asks you to give him your soul. Put the book and the tennis racket on the tomb of Martina Bronte and take the TV areial. Make sure your ghost trap is empty then head back to the room where the ghost and the television are located. Put the ghost trap on the floor between the ghost and the television then put the TV areial on top of the television. The ghost will be swallowed whole by your trap allowing you to reach the key that was behind him. Deposit him in the ghost trap in the conveyor belt room, this results in the trap expolding, move out of the way and you will notice a drop of your blood on the floor. Return to Mestophiles chamber where you can now unlock the door and view for the first time the imposing soul stealer. Put your blood on here to bring the machine to life then hold your breath as you are stripped of your soul. After the soul stealer has done it's worst you can pick up your soul and deliver it to the evil Mestophiles who informs you that you now have the power of evil, enough in fact to murder your beloved brother. On to level four. Level 4 Pick up the light bulb and walk into the next room, speak to the monk sat in-between two chests, he says 'The Lord be with you'. Operate the floor tile nearby, underneath you will find a layrel wreath. Walk to the left and operate a second floor tile near to the lamp, take the apple that was underneath it. Pull the lever and go through the door and operate a third floor tile that's hidden beneath a book, under here is a vanish spell. Take this and return to the lamp where you would have seen a Knight, each time you put the light bulb in the lamp the light bulb lights up and the Knight travels over to the lamp and removes the bulb before returning to his original position. Put the vanish spell on the floor between the Knight and the lamp before putting the light bulb in the lamp. The Knight stands on the spell and vanishes giving you access to the piece of paper that says 'and also with you'. Go and stand opposite the monk and look at your piece of paper, the chests open allowing you to take some stamina and a flower. Travel back to the place where you found the vanish spell and begin to walk down the river nearby, top up your stamina when it gets low. At the end of the river is the 'Tomb of the King's Knight Caesar Petal', put your laurel wreath and flower on here and take the stamina that appears in their place. Near to the monk is a locked door, insert the door key and enter a room where you will notice a courtier who has got hiccups, operate the floor tiles near to the pianola, take the rosary beads and firework. Return to previous room and drop the rosary beads into the fountian of confusion and take the prayer book. Drop the book and the apple on the 'Tomb of the King's Knight Eve Holywords'. Take the stick that appears and return to the place where you found the rosary beads, travel down the passageway until you find a hole in the wall, insert the stick, pull the lever and open the door. When you walk in this room the door locks behind you, operate the two floor tiles in this room and take Excalibur and the deflated balloon. Drop excalibur onto the hand that's sticking out of the water, it disappears allowing you to reach a vanish spell and the lever that opens the door to get back out. Drop the vanish spell between the Knight and the sweetie jar then take one of the sweeties that are lying around on the floor and put in the jar, the knight vanishes as he moves to take it allowing you to reach a piece of paper that says "I've found your watch' and the King's watch". Leave the room and travel back to the fountian where you put the rosary beads, next to this is the wind stone, put the deflated balloon on here to change it to an inflated balloon. Put this down in front of the courtier with hiccups, the balloon bursts which gives the courtier enough of a fright to rid him of his hiccups. He gives you a picture of twins in return. Put the picture in the fountian of Gemini situated in the room where you found Excalibur and take the double action potion. This potion allows you to open the troublesome door controlled by two levers near to the pianola, this allows you to enter the room where the baby prince lies peacefully in his cot, until you try to take the sun symbol that is, he screams violently each time you try to remove it, take the piece of paper which says 'the baby is crying'. Leave this room and travel further down the passageway, the room at the end is the King's chamber. The monk in this room asks if you repent your sins which of course you don't. The king asks you to tell her he loves her and allows you take a rose so you can say it with flowers. If you give the king his watch he puts it on his watch stand but doesn't reward you in any way. To take back his watch you have to tell him the baby is crying and he will go and stand beside the child. When he is stood beside the child you can't give him any of the items he asks for, to make him return to his place by the watch stand you have to tell him the tannoy is broken. Take the door key and the nightingale before you leave this room. Travel back up the passageway and find the locked door that fits the key you are carrying. Inside this room is a courtier who seems to be slightly deaf and another Knight who is preventing your reaching some altars, nearby is a jewellery box. Operate the floor tile and take the cream cake then travel back to the baby's room, nearby is a lever that opens a door into a room where you notice another monk who wants to be your friend even though you don't want to be his, also in here is a machine gun and the 'Tomb of the King's Fawkes Eclair'. Put the firework and the cream cake on here, take the slimfast potion. Travel back to the room where the weighing scales are and drink the potion before standing between the two chests, They open allowing you to take a stick and a piece of paper with 'I love you' written on it. Go and find the second hole in the wall which is situated beyond the room where you found excalibur. Insert the stick, operate the lever and enter the previously unexplored territory. In here is a nurses bag, it would be a good idea to put the nightingale on here so you can take the throat lozenge that appears in it's place. Operate the floor tile and take the vanish spell. A shortcut out of this room allows you access to the room where the courtier is that can't seem to hear you. In the passageway between the two rooms is a protection potion which allows you to take the flux capacitor. Deliver the throat lozenge to the courtier who has lost his voice near to the river, he rewards you with a music sheet. Down a short passage you will find an interesting looking room with four lightening altars inside it, a watch stand and a laser. Drop the flux capacitor inside the laser then put the singular prismatic orb you find in this room onto the nearest altar to the laser. Operate the laser to see the results of your actions. If you put the King's watch on the watch stand then tell the King through the tannoy in his room that you have found his watch, the king comes searching for it, if the watch is there he retrieves it. If the watch is missing he just walks away. Take the music sheet and put it on the bed of nails in the room where you've met the friendless monk. Take the music sheet full of holes and put it on the pianola, this opens a chest in the room next door which has been hiding a soprano potion. You can now sing the password to the courtier in the king's chambers, he opens a door for you allowing you into the queen's chambers. The queen gives you a note for the king in return for the rose but she appears to want nothing more out of life than an endless supply of chocolate. Operate the floor tile and take the chest key and pick up the jewellery from the queen's table. The key fits the chest in the same room as the nurses bag, inside is a paintbrush. Put the vanish spell down between the knight and the jewellery box then put the jewellery in the box. The knight vanishes as he moves over to take it. You now have access to the first emerald altar and the potion of repentance which is perched on top of it. Return to the monk who wants you to repent your sins, drink the potion and look at him, he asks you once again but this time you lie through your teeth telling him of course you will repent. He lets you have the white rabbit from the chest beside him. Put the white rabbit in the hat in the same room to open a further two chests, take the prismatic orb and the marksman potion. Before you leave give the note to the king who rewards you with a hearing aid and asks you to bring him his sceptre. Go and stand behind the machine gun, drink the potion and operate the gun. This time you hit the lever which opens the door below you. In here is another knight who prevents you reaching a chest key and a railway track with a train on it that doesn't seem to be working. Operate the floor tile and take the unbrella. Deliver the hearing aid to the deaf courtier and take the quiet potion. Drink this whilst facing the courtier who asks you to whisper the password, then look at your piece of paper which says 'I love you'. He opens the locked door besides him as a reward. Inside notice the battery charger and take the picture of night and day off the floor. Put this in the fountian of opposites in the room where the nurses's bag is and take the emerald that appears in it's place. Put this in the emerald altar which disappears allowing you to reach the next altar which has an alter ego potion sat on top of it. Drink this potion whilst facing the monk who wants you to be his friend then look at him. Instead of saying no you say yes and he allows you to take the king's sceptre from out of the chest beside him. Deliver the sceptre to the king who rewards you a sovereign. Put this in the fountian of King's near the weighing scales and take the ankh that appears. Put this in the fountian of Egypt next to the queen and take the third emerald. Put this on the next emerald altar and take the picture of Notre Dame which you can place on the 'Tomb of the King's Quasi Da Vinci' along with the paint brush. You now have another vanish spell so proceed back into the queen's chamber and find the door bell, nearby is a locked door. Place the spell in position just outside the door then operate the door bell. The knight that was lurking on the other side of the door pokes his head out to see who it is and vanishes, you can now explore the room he was gaurding. Inside is a barometer where you can put the umbrella, take the emerald that appears. You are probably fed up feeding the queen chocolate by now so put one of the bars into the cyanide, give it to the queen who doesn't ask for any more chocolate and instead gives you the combination to the chests gaurded by the monk nearby. Stand in front of him and look at the numbers in your rucksack to open the chests. Take the prismatic orb and the picture of the Holy Ghost. Drop the emerald onto the last altar, take the battery , the vanish spell and the numerical potion that are lying behind it. Return to the battery charger and charge the battery before putting it in the power pack that drives the train. The train steams off down the track and pushes the paternal potion that was lying out of reach into a place where you can take it. Drink the paternal potion and take the sun symbol from the prince's cot, this time he doesn't scream. Travel to the room where you charged your battery and locate the fountian of the father which controls two doors that prevent you reaching a monk. Put the sun symbol and the picture of the Holy Ghost into the fountian and the doors unlock allowing you to look at the monk. He asks you for the combination so drink the numerical potion, look at the original four numbers that made up the first combination so you can recite them in a different order. The chests beside the monk open allowing you to take the last prismatic orb and a drinking vessel. Return to the last remaining knight and put the vanish spell between him and the barrel. Put the drinking vessel down under the spout of the barrel and operate the tap. The thirsty knight meets his fate on your cunning spell allowing you to take the chest key he was guarding. Open the chest in the baby's room and take the theory of relativity which you can put in the fountian of Einstein. This can be found near the barometer. Take the genius potion you recieve in return which makes you clever enough to operate the IQ test, the chest beside it opens and you can take the super glue. You now have everything you need to carry out your dastardy plan so retrace your footsteps back to the room where the laser and the lightening altars are positioned. Put all remaining prismatic orbs on the altars, put the watch on it's stand and the glue on the floor. Summon the king by telling him you have found his watch through the tannoy then wait for him to appear. When he walks over to his watch he finds himself stuck on the glue, this allows you to sneak over and operate the laser. The electrical beam bounces off each prismatic orb until it hits the poor king and fries him to a cinder.