                       Valhalla II (Before The War)



Walkthrough provided by Vulcan Software, typed by Paul Olivero.

apaulo@qb.island.net



Level One



In the room where you begin the level notice the Wizard, look at him and he

speaks to you. Take the book and the piece of paper with "I am infinity"

written on it. Operate the floor tile in the bottom right hand corner of

the room, take the potion of faith. Notice the passageway is the only exit

out of this room, the Wizard blocks the exit out of the level, your task

for this level is to destroy the Wizard so you can progress into level 2.

The passageway is filled with hot coals, if you stand on them your stamina

begins to drop, drink the potion of faith and travel down the passageway.

There are quite a few rooms open to you but the one you need is infinity's

own bedroom, this is the one with the racing track in it. Operate the floor

tile in this room and take the potion of strength. Neardy is the oracle,

look at him and he asks you to bring him luck. Take the left hand exit out

of this room into the Carpenters workshop, take the chest key then pull the

lever to gain access to a large rock that stops you from reaching a four

leaf clover. Drink the strength potion, remove the rock and pick up the

clover. Put the clover on the oracle and he opens the door into the maids

bedroom, at the same time he asks you for a sign. In the maids room operate

the floor tile near the suitcase to find a playing card, another floor tile

in this room reveals a compass. Take the door key from beside the bed. Back

in the Carpenters workshop put the playing card on the Gambler's tomb, take

his snail. Put the compass on the map near to where you foung the clover

and take St. Christopher. Travel back to infinity's bedroom and put the

snail on the race track, two other snails appear and they all have a race.

George's snail losses every time and you gain nothing. Hunt around till you

find some vaseline on the floor and put the snail on top of it. George's

snail is transformed into a racing snail. Put it back on the track, this

time it's a dead heat and the two caskets open. Take a rusty object and the

diary that contains strange ramblings that don't make alot of sense. Put

the rusty object on the sanding machine in the carpenter's workshop and

take the door key. Put the diary on the madman's tomb in the kitchen and

take the confusion spell. The first key you found opens the locked door

near to the vaseline. Inside is an altar with nothing on it, each time you

walk towards it a pearl appears, each time you get close enough to take it,

it disappears again. Take the picture out of this room. Nearby is the

maid's room, put the St. Christopher on the suitcase and take the safe

travel potion. In the kitchen notice the duplication stones, the book

nearby warns you of the passegeway beyond the locked door, put the safe

travel potion on the duplication stone, take both potions. Open the door

with the silver key and travel down to the electrical device. Drink the

safe travel potion and pass through unharmed. Pick up the sugar, the potion

of lies and the door key to get back out. Pick up the note from the Goblin

informing you that if you give him a gift for a king he will disarm the

passegway. The Goblin sits on his sofa. Travel back the way you came before

your potion runs out . Each time you look at the Carpenter he tells you he

has a gift for the king. Put the confusion spell in front of him and in his

confused state he asks who you are. Stand and face him, drink the potion of

lies then look at the piece of paper in your rucksack that says "I am

Infinity". Lying through your teeth you tell him that you are the King and

in his confused state he hands over a jewelled box, a gift for a king.

Drink the second safe travel potion and travel back down to the Goblin,

give him the box, he disarms the passegeway and opens the door into the

Wizards room. Operate the floor tile and take infinity's teddy bear, read

the spell book that tells how to destroy the Wizard. Travel through the

door opened by a lever noticing three tombs as you pass, open another door

with a lever that provides you with a shortcut back to the kitchen. Take

the section of pipe, take the snooker chalk and put it on the tomb of the

hustler. Take the snooker cue in the wall behind the pearl that keeps

disappearing, notice a small hole, insert the snooker cue in here and the

pearl is knocked to the floor allowing you to pick it up. This is for the

spell. By now you will have found the objects you need to make a cake. Put

the cake tin on the stove in the kitchen, then drop inside the egg the

flour and the sugar, take the cake for use later on. Put Infinity's teddy

bear on his bed and take the sleeping pills. Put these on the tomb of the

insomniac near to the Wizards room. Take the nightmare spell and put this

in front of the cook who up until now has told you to leave her alone

because she's sleeping. Put the cake in front of her and she ices it for

you. In the Carpenter's workshop put the picture onto the saw, take the

piece of jigsaw that fits into the incomplete puzzle nearby. The chests

open allowing you to take a heavy bell and a door key. Put the piece of

pipe next to the glass in the Carpenter's workshop, travel to the other end

of the pipe that it fits onto, then put the heavy ball onto it.The ball

rolls down the length of pipe and smashes the glass that was hiding a

potion of faith. Save this for use later. Take the iced birthday cake and

give it to the maid who has been telling you it's her birthday and now

informs you she was only joking. She gives you a sapphire for your trouble,

the book of birthstones will inform you that it is the birthstone of Libra,

put the Sapphire in the scales near to the vaseline, take the sign of Libra

and give it to the Oracle who gives you a vase. The key from the jigsaw

chest opens the door into a room where there is an identical vase on one

side of a locked door, place your vase opposite and the door opens, before

you walk inside it would be a good idea to save your game as this is the

maze. Pull the lever to open a door eleswhere then travel past the

electrical device, once you have done so your potion timer goes up and

begins to descend informing you how long you have before the door into the

maze locks itself, the book at the entrance to the maze explains all about

it. Somewhere inside here is a chest for which you have the key and inside

the chest is the Wizards staff which you need for your spell. The lever in

the maze opened the door below the Carpenters workshop and inside is an old

man who tells you he is hungry. Notice also the potters wheel on which you

place the clay that you would of found by now. Operate the button on the

potters wheel and take the soggy clay bowl. Put this on the kiln in the

Wizards room and take the fired bowl. Fill this with stew from the kitchen

and deliver it to the old man, he rewards you with a coin for the piggy

bank in the maid's room, take the fan and the sword from inside the chests.

Back in the Wizard's room put the fan on the left hand altar that prevents

you reaching the love letter, the fan blows the letter off it's perch so

you can take it. Put the sword on the tomb of the duelist nearby and take

the jewels, put these on the tomb of the jeweller and take the pound note.

You now have all the ingredients for your spell. The pearl, the love

letter, the pound note and the Wizard's staff, put all of these objects

into the Wizard's cauldron and take the banish spell, travel back to the

passegeway of hot coals, drink the potion of faith and travel down it,

place the banish spell in front of the Wizard who disappears into the floor

leaving the way clear.



Level 2



Pick up the tankard, operate the floor tile and take the chest key. Travel 

south and pick up a second tankard then take your first left and head into 

the room where four hungry and thirsty soldiers are sitting. Take the third 

tankard and operate the floor tile, underneath is some stamina. If you look

at the soldier on your left he will demand that you supply him and his 

three buddies with some ale. Travel out of the room and head south again, 

pull the lever and enter the room where the ale is. Take the tankard off 

the stool and fill all four tankards with the soldiers favourite brew. 

Before you leave open the chest with your key and take the piece of paper 

with the cryptic phrase on it and operate the floor tile, underneath is a 

door key. Deliver the ale to the soldiers who empty the tankards and open a 

door as a reward for your efforts. Look at the most talkative soldier and 

he will demand that you bring them food. Travel out of the room and 

straight down into the door they have opened. Inside take a stick and two 

chicken legs, deliver these two chicken legs to two of the soldiers as you 

will need the room, then travel back to the ale room where it would be a 

good idea to leave the tankards. In here you can pull a lever for a 

shortcut into a room where a soldier is sat in between two chests. He asks

you for the password. Insert the stick in the hole in the wall then pull 

the lever. Travel up and round the u-bend operating all the floor tiles. 

Take the sapphires for use later on. The white pattern on the floor tile is

a teleport square, stand on this to be transported to another section of 

the map where you come across more floor tiles, operate these and take the 

chicken legs, you only need two more as you have already given two to the 

soldiers. Check out the room where the Norse Warlords lie. Look at their

tombs to read the cryptic inscriptions. Deliver the two remaining chicken 

legs to the soldiers who reward you with a second chest key, look at the 

left hand soldier once more he will demand more ale. The key is for the 

chest in the Norse Warriors room, take the translation potion then head 

back to the soldier who demands the password. Face him and drink the potion 

then look at the cryptic piece of paper, the letters change into the words

"Herman's Home", having said this the two chests open and you can take the 

protection potion and a cross. Travel up to the locked door near where you

found the second tankard, open the door with the key from the ale room and 

take the bone off the stool. Travel south once more to where the green 

river of poison breaks. Notice a small piece of poison lying on the floor, 

you loose stamina if you try to take it so drink the protection potion. Put 

this in the ale and then fill up the tankards once more, it is time to rid 

yourself of the demandind soldiers. Deliver the poisonous ale which they 

dispose of in one gulp, they are now quietened for ever. This action results

in the locked door of this room opening. Travel up the passageway then take 

a left onto a teleport square. You find yourself in a room with a series of 

altars with blue diamonds engraved on them. Drop the sapphires you are 

carrying which will rid you of three of the altars and also allow you to 

pick up a will and a chain. Teleport back the way you came and walk 

straight onto the second teleport square. Pick up the 'No' from the altar

then travel down into the torture chanber. One of the soldiers is hoarding 

a clock but he allows you to take it. You now have all four objects to give 

to the Norse Warlords back in their private chamber. Before you leave 

search till you find the altar with the combination written on it, take the

piece of paper that says what's' the combination' off here. The Norse

Warlords reward you with a chess piece each which you will know the 

relevance of if you have peeked into the chess board room near to the 

torture chamber. Travel to the chess board room and position your Rook and 

your Bishop in order to checkmate the King. The Rook goes on the square 

by the door on the same line of tiles as the King chess piece. The Bishop 

chess piece goes on the square near to the bottom of your screen with the 

King chess piece in a diagonal line but not on the diagonal lines of the 

other Bishops. When your two pieces have been positioned. The King chess 

piece disappears to give you access to a cigar, anothe sapphire and a 

teleport square. This transports you to a room where you find a "Bee tray" 

and the front page of a newspaper. Return to the room where the sapphire 

altars are and drop your new sapphire, this allows you to take a piece of

paper with the words "let him have it" written on it. Back in the torture

chamber you can now order the awake soldier to "let him have it", this 

results in the poor prisoner being stretched beyond all recognition. He 

instantly dies and the soldier accuses you of killing him, then he informs

you he is going to tell. Take the key that has appeared on the prisoner and 

travel back to the throne room of the sapphire altars. You will have 

noticed a bottle of stamina over the river. Take this as you will need it, 

then set off south walking in the poison itself, stop and drink the stamina 

when yours ticks down too far. At the end of the river is a door which you 

can unlock. There is a joke here which you can take, then take a shortcut 

back to the torture room via a door opened by a lever and a teleport 

square. Back in the torture room the King has appeared. Look at him and he 

asks if you killed him, look at your "No" piece of paper to deny the whole 

thing and ignore the jeering soldiers. The King asks you to prove it at 

which point you can produce your newspaper which describes your whereabouts 

the day before, he laughs and asks you to prove it. Take the stick from the 

prisoner and travel back to the room where you found the joke via the 

shortcut. Insert the stick in the hole, pull the lever and enter the 

photocopying room. Pick up today's newspaper which has not yet been

printed, then put yesterdays newspaper on the photocopier. This disappears 

which is your cue to drop today's unwritten newspaper onto the photocopier. 

Take your evidence and go back to face the King. Drop your newspaper on the 

floor and the King disappears leaving behind his crown, tell the second 

soldier to let his prisoner have it who screams and when asked "what's the 

combination" replies "I will betray". Travel back to the photocopying room 

and head south till you reach a crown by a locked door. Drop the crown and 

enter the room where you will find an eye at the end of a small river. In 

this room you will also find another sapphire and an orange. Put the eye, 

the will and the 'Bee tray' on the combination stone in that order to open 

the door into a new part of the level. Before you leave take the shoes from 

the torture room. Stand on the teleport square just beyond the now open

door to discover a door key. Return straight away and progress into unknown

territory where you will find a corresponding locked door. Inside this room 

you will find Herman. Herman tells you he's bored so look at the piece of 

paper that says 'let him have it'. Herman asks you who but you can't answer 

him yet. Operate the floor tile and take the musical note then travel back 

to the tuning fork which is near the photocopier (left out of Herman's 

room). Take the musical sharp then deposit this and the cigar on the Norse 

Warlord tomb of Hamlet Sharp in the same room as Herman. You recieve a 

stick in return which you can use on the hole just outside to give you 

access to another piece of paper with'crumbly wally' written on it and a 

teleport square. This teleports you into a square with walls all around 

you, look at the 'crumbly wally' piece of paper to get rid of the walls. 

Pick up the comedian potion which is near the family album. You will notice 

a teleport maze which you could get lost in forever and a room with five

star filled altars in it. The teleport square in this room transports you

to a room where you find the genesis device and a amplifier. Travel back to 

the room where you found the eye and face the soldier who asks why the 

chicken crossed the road. If you reply by looking at your joke without 

having drunk the comedian potion first the soldier won't even smirk, so 

drink the potion first to raise a hearty guffaw and gain access to the two 

chests beside him. Take the map for the teleport maze and a thermometer. 

Put your shoes on the Norse Warlord's tomb in the same room as the soldier 

as he is called Robin Sole. You need another object for this tomb before 

you are rewarded. Pick up the sapphire from beside the tomb then head back 

to the teleport maze. Use your map to survive the experience then prepare 

to eat the cookie monster. You will have found cookies by now so put one in 

his bowl to see him slurp his way across the room, devour the cookie and 

return to his place by the door he is blocking. To get past him you are 

going to have to poison him by placing a cookie beneath the spout of the 

same poisoned ale barrel you used to kill the soldiers then operating the

tap to take a poisoned cookie. In the same room as the cookie monster are 

some rings which you can take and another locked door, opened by a lever. 

This gives you access to a shortcut round the maze and Grumbleweed, the 

burping cider drinker. He is still convinced he won the 'who can burp the 

loudest' competition. Take the camera film and head back to the camera

which is near the photocopier. Insert the film and then operate the camera

to be provided with a picture of you which you then put on the family

album. It changes into a picture of the King which you use to tell Herman 

who you want to 'let him have it'. Herman then asks for his prophecy and 

provides you with a chest key for the chest in the same room. In here you 

find the Book of Icarus. After poisoning the cookie monster you have access 

to another teleport square and an altar with a sapphire on it. Stand on the 

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.



