Valhalla Before The War

Level 1

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. Nearby 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 leafed 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 found the clover and take the St Christopher. Travel back to Infinity's bedroom and put the snail on the racing track, two other snails appear and they all have a race, George's snail loses 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 passageway 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 fit for a king he will disarm the passageway. 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 he piece of paper in your rucksack that says `I am Infinity'.

Lying through your teeth you tell him instead that you are the King and in his confused state he hands over a jewelled box, a gift fit for a king. Drink the second safe travel potion and travel back down to the Goblin, give him the box, he disarms the passageway and opens the door into the Wizards room. Operate the floor tile and take Infinity's teddy bear, read the spell book that tells you 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 carpenters workshop put the picture onto the saw, take the piece of jigsaw that fits into he incomplete puzzle nearby. The chests open allowing you to take a heavy ball and a door key. Put the piece of pipe next to the glass in the carpenters workshop, travel to the other end of the pipe that it fits onto, then put the heavy ball down 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 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 elsewhere 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 have 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 up 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 duellist 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 passageway 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.


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