valhalla 2 walkthrough (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.
valhalla 2 walkthrough end