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1996-07-14
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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 a