Dark?
Valhalla 2 – Before The War – Tricks, Strategies,Guide, Cheats, Tips and Secrets
Bookmark
7.00
Status Completed
Type Novel
Author GameguideeBooks
Posted By
Posted On
Updated On

Valhalla 2 – Before The War – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Synopsis Valhalla 2 – Before The War – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Valhalla 2 – Before The War

typed by Paul Olivero.

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


Chapter Valhalla 2 – Before The War – Tricks, Strategies,Guide, Cheats, Tips and Secrets


Comment

Bir cevap yazın

E-posta hesabınız yayımlanmayacak. Gerekli alanlar * ile işaretlenmişlerdir

blank