Valhalla Classics 56
Valhalla Classics
Before the War – Episodes
5 – 8
By Vulcan Software Ltd.
PC Game played on the Vulcan Portal
Walkthrough by MaGtRo November,
2003
Game Play: This is a point and click game converted
to PC from the classic Amiga game. There are the Restart, Load Game and Save
Game on the middle bar. The game manipulation is based on clicking one of the 3
verb icons at the middle bar and any item in the game play while facing it. The
verbs are eye – look, hand – take and the hand with a tool – operate. When an
item is taken and selected in inventory, a separate verb selections is shown.
Look, drop, insert, consume and explore mode (to go back to main game play).
Infinity walks one square tile at a time and runs when the right mouse is
pressed (pant, pant!).
Before the
War
The Kingdom of Valhalla is currently ruled by the
Great King Garamond, a natural leader, strong and fair-minded, who is cherished
by the people of the land. Garamond is happily married and has a 2 year old son
called the little Prince of Valhalla, who stands next in line for the throne as
stated by Valhalla law. All was well within the kingdom, except for an apparent
jealousy harbored by the Lord of Infinity, who is Garamond’s younger brother.
Infinity, confused and often misunderstood, always believed he should have been
king instead of his brother. The Bishop of Valhalla approached King Garamond
with rumors that Infinity was plotting to kill him. And that he had overheard
Infinity chanting “You are not my brother, you are an obstacle to my destiny and
so you will die”. Garamond could not ignore this threat, which would have
normally resulted in execution. But as Infinity is his own flesh and blood, he
ordered Infinity to be imprisoned within the Servants Hall under the watchful
eyes of his trusted sorcerer. So whilst Valhalla sleeps, Infinity begins his
quest of hatred, in which murder is the ultimate goal.
Episode 5 – The Servants
Hall
In the Servants hall, you will find yourself
immersed in the magical history of the great castle. For here lie the tombs of
court wizards from ages past. Each one possessing his own puzzling story, which
you must unravel if you are ever to escape. But there is one wizard who
reigns still and it is he, which poses the greatest challenge. Can you overcome
the obstacles, he has strewn in your path? First you must learn the secrets of
his power and recreate his magic so you may turn it against him. Only the
wizard, Greylim stands between you and your escape from imprisonment in the
Servant’s Hall.

Hint – This game has a lot of
inventory and dropping some of them close to the area of obvious usage (like the
potion machine) will ease picking up new inventory. Also, some of the
inventories have dual purpose in the game.
Understanding the Wizards of Ages
Past:
Greylim’s room – Move Infinity forward. Turn
around and operate the hole on the floor. Take anesthetic potion. Take,
read and drop blue wizard book. Wizards are
irritating. Look at that pesky wizard Greylim, between 2
chests. Take I am Infinity paper.
| Mogis – raving mad, paranoid and always hallucinating. |
| Blentock – superstitious nature believed something bad would happen. |
| Syantil – handsome wizard, always in love but mostly with himself. |
| Flytip – colorful character, possessed a great sense of humor. |
| Derval – very sleepy, always tired and rarely got out of bed. |
Hot coals passageway – Stand by the open
door and drink the anesthetic potion and run straight on the hot coals
passageway to the next room.
Wizard Potion Making Machine Room – Look at
the wizard potion making machine with 3 closed pots and a place for a
bottle at the end. Read and drop the green potion book.
| Potion of insanity – fragments, one spade, sight of myth. |
| Antidepressant potion – fungus, a shell, paper identity. |
| Potion of Vanity – botanical perfume, soft metal, calcium. |
| Potion of lethargy – lazy drug, missing piece, solid fuel. |
| Pessimistic potion – sodium chloride, opium trace, skin. |
Inventory Pickups:
Weight Scale Room – The room has
a weight scale and a big blob of Vaseline. Take the cake
tin. I hate cooking.
Operate the lever, go left and up the
hallway. Turn right on hallway and up.
Oracle Room – Look at
Oracle – Bring me luck, Infinity! Go down and
left. Operate lever to open door.
Infinity’s Bedroom – Take the
empty bottle on the stand beside the bed. Take, read and drop the
duplicating parchment from top of the mini racetrack between 2
chests – There’s some useful stones yee’ll find, Give yee
double piece o’mind, Afore yee unlock thy kitchen door, Make two safe travels,
to be sure. 1268 St. Christopher, travel notes. Doris Hartle. Look at the heavy suitcase. Go up the opening on the
right of the chests.
2 Wizards’ Tomb room – Look at
the tombs of wizards Mogis and Blentock. Operate hole on floor in
between the tombs and take strength potion. Strength potions
are for wimps!
Go down and up on the left of the
chests.
Jigsaw chests hallway – Take the
egg on the stand. Look at the jigsaw puzzle between 2 locked
chests. Go down.
Carpenter’s room – Take, read and
then drop the Greylim parchment on the altar. – Wizard
Greylim communicates with the wizards of ages past. He places an object of
relevance on their tombs, drinks a potion and looks at the object.
There is silver paint beside it. Look at the carpenter – Have you seen the king, I made him something. Go down and see
an end of the guttering on the right. Turn left and look at the
sanding machine and saw. Operate lever to open the door to Map
room.
Map room – Drink strength
potion and take the heavy rock. Take the 4-leaf clover. There is a
map and a locked door also in the room. Dropping the heavy rock on
any place breaks it to bits of rock.
Go back to next room and down the hallway. Turn
right and operate the lever to open door.
Hallway by kitchen – Operate hole in the
floor. Take potato peelings. Go up the hallway. Look at bottle in
glass and the piece of guttering beside it.
Kitchen – There are 2
duplication stones, flour on the middle table, stew, an
oven and locked door. Drop the cake tin on the oven and it
will stick on it until all ingredients are added on it. Drop flour and
egg in cake tin – slimeey mess. Take salt by the snoring cook.
Exit kitchen on the right, up the hallway, right
and up to Oracle room.
Oracle room – Drop the 4-leaf clover on the
altar beside the oracle – Bring me ?date. The door
opens on the right. Garden – Take the poppy.
Maid’s room – Operate 2 holes on the floor
and take the calendar and compass. Take orange door key.
There is a camera, wooden tray and a piggy bank between
2 chests in the room. Look at the maid – it’s my
birthday today. Operate the camera and look at frowning picture of
the maid. Go down and operate lever to open shortcut to Pearl
room.
Pearl room – Take the picture of King
Garamond. In the room is a disappearing pearl whenever one
comes close to it. There is also green baize between 2 locked chests. Use
orange door key to open door.
Wizard Blentock’s
story:
Wizard Potion Making Machine Room – Drop the
empty bottle at the end of the table to open the 3 pots. Drop from L-R; salt,
poppy and potato peelings on the pots. Take the Pessimist potion.
Oracle room – Drop calendar beside oracle
and get #13. Bring me a sign, Infinity!
2 Wizards’ tombs – Drop the #13 on the tomb
of wizard Mogis. Drink the Pessimist potion and then look at #13. If only I hadn’t broken all those mirrors! Take the one
spade. The empty bottle is back in inventory.
Wizard Mogis’ story and Snail
race::
Pearl
room – Drop the one spade on the green baize and the chests open. Take
the one spade, Georgie’s snail and Dragon’s eye.
Wizard Potion Making Machine Room – Drop the
empty bottle at the end of the table to open the 3 pots. Drop from L-R; pieces
of rocks or heavy rock, one spade and dragon’s eye on each of the pots. Take the
potion of insanity.
Infinity’s Bedroom – Drop Georgie’s snail on
mini racetrack and it loses the race. Time to make it slimier.
Weight Scale Room – Drop Georgie’s snail on
Vaseline and then take a spunkier Georgie’s snail.
Infinity’s Bedroom – Drop the now spunkier,
slimier Georgie’s snail on the racetrack and see it win. The chests open. Take
Georgie’s snail, rusty key and hallucinating book (keep this book)
– I see small blue people, I dream of
fish that scream. I’m sure they’re out to get me. I’d better give them all ice
cream.
2 Wizards’ tombs – Drop the hallucinating
book on Mogis’ tomb. Drink the potion of insanity. Look at the book. Take the
confusion spell.
Getting to the Goblin’s room in search of the
other wizards’ tombs:
Carpenter’s room – Drop the rusty key on
sanding machine. Move to the right and operate the machine. Take the green
door key. Drop the picture of King Garamond on the saw. Move to the right
and operate the saw. Take the jigsaw puzzle.
Map room – Drop the compass on map and Take
the St. Christopher medal.
Jigsaw puzzle hallway – Drop piece of jigsaw
puzzle between the chests. Take jigsaw puzzle, white and orange door key
and heavy ball.
Carpenter’s room – Dropping the heavy ball
on the guttering rolls it down short of the glass. Needs more
guttering.
Hallway by map room – Insert orange and
white door key on locked door. Enter and see a horrible vase.
Infinity’s room – Drop the St. Christopher
medal on the suitcase and take Safe Travel Potion.
Wizard Potion Making Machine Room – Drop
Georgie’s snail and jigsaw puzzle on floor. Drop empty bottle on the left end of
potion machine.
Kitchen – Drop the safe travel potion on the
duplication machine and take the duplicate and original safe travel
potion on the stands. Save Game here! Insert the green key on the
close door.
Hallway by Electrocution walkway – Go
forward and then left. Pick the rose petal straight ahead and the
stamina potion at the bottom enclosure. Exit and continue down and
right. Drink a safe travel potion before passing the electrocution walkway.
Goblin room – Look at Goblin – bring me an exquisite object. Take, read and drop
parchment on floor beside the goblin. Oops, lucky we saved the game. The
parchment stated – time is of the essence. Time to
replay back if needed. Take sugar, green door key and potion of
lies. Immediately go back to the kitchen. Use green door key on closed door.
Kitchen – Drop the sugar together
with the flour and egg already in the cake tin. Take the cake.
Getting to the Wizard’s room and the other 3
tombs:
Carpenter’s room – Drop the confusion spell
on table in front of carpenter. He gets confused. Move to face him and drink the
potion of lies. Look at carpenter and look at the ‘I am Infinity’ note. Infinity
lies and says I’m the King. Take the jewel encrusted box.
Goblin’s room – Drink the other safe travel
potion and enter the goblin’s room. Drop the jewel encrusted box on the empty
table beside him. The goblin disables the electrocution device and opens a door
on the right.
Wizard’s room – There is a stand that ‘looks like something fits here’, letter that is
unreachable and a cauldron. Take small key. Operate the hole in
between the bed and wall. Take Infinity’s teddy bear. Read and drop
black spell book – Banish Spell – A pearl, a love letter,
a lock of hair and a wizard wand. Drop in your cauldron and heat on gas mark 5
for 2 seconds. Exit to the left.
3 Wizards’ tomb room – Take a lump of
clay. Look at the tombs of the 3 wizards. Take a piece of
guttering from the wall across Wizard Derval. Take and read the brown
birthstone book. Go up the walkway on the left, operate lever and
exit.
Wizard Derval story:
Infinity’s room – Drop the teddy bear on
Infinity’s bed and take sleeping pills.
Courtyard – Go down the hallway from the
carpenter’s room to the courtyard. Take the coal and look at hot
coals. Go up.
Potter’s wheel room – Take and read red
bedtime book – Princess Alleb changed name to
Bella. Talk to old man – I’m so hungry. The cook
won’t wake up. Drop the lump of clay on round base beside the
potter’s wheel. Move left and operate the machine. Take a soggy bowl.
Drop soggy bowl on hot coals outside the room and take proper
bowl.
Kitchen – Drop bowl beside the stew and
operate the tap of the stew. Take bowl full of stew.
Potter’s wheel room – Drop bowl of stew in
front of the old and he gives a gold coin as token of his
appreciation.
Wizard Potion Making Machine Room – Drop the
empty bottle at the end of the table to open the 3 pots. Drop from L-R, sleeping
pills, jigsaw puzzle and coal on the pots. Take lethargy
potion.
Maid’s room – Insert gold coin in piggy bank
to open the chests. Pigs will do anything for money!
Take gold nuggets and fan.
Wizard’s room – Go to wizard’s room and
place the fan on the stand that will fit something. It blows the letter off the
stand. Take the love letter. Place the love letter in the cauldron beside
the bush. Place the red bedtime book on the wizard’s bed. Take
nightcap.
3 Wizards’ tomb room – Drop the nightcap on
wizard Derval’s tomb. Drink lethargy potion. Look at nightcap. I
need some strong coffee now. Take nightmare spell.
Maze:
Kitchen – Drop the nightmare spell in front
of the cook. Oh, such a horrible dream! Drop the cake
in front of the cook. I thought you hated cake. Now, can I have
some peace. Take the birthday cake.
Wizard Potion Making Machine Room – Drop I
am Infinity note, gold nuggets and rose petal on the floor. Drop empty bottle on
right end of potion machine.
Maid’s room – Drop the birthday cake in
front of the maid. Take the sapphire. Look at maid – I
didn’t get presents though.
Weight Scale Room – Place the sapphire
(September birthstone) on the weight scale. Pick up the Libra symbol.
Libra people are soft.
Oracle room – Drop the Libra symbol beside
the oracle. Take the cheap, tacky vase. Made in
Taiwan.
Hallway by map room – Drop the tacky vase on
the opposite altar of the horrible vase. The door opens. Take the
mushroom. Take, read and drop the dusty maze book.
Maze – Save game here!! Enter the maze. The
potion timer on the right shows how much time is left before the door closes.
RUN Down, right on intersection, down, pick up the smelly flower, down,
left, down, right, down, down, right, down, up at second hallway, right, down,
right, up, open chest with small key and take wizard Blentocks’s wand.
Now, run back to the exit. If the timer goes off, practice the route and then
replay – Plan B.
Wizard Flytip’s Story:
Wizard Potion Making Machine Room – Drop the
empty bottle at the end of the table to open the 3 pots. Drop from L-R;
mushroom, Georgie’s snail and ‘I am Infinity’ note on the pots. Take
antidepressant potion.
Maid’s room – Look at maid – I have no presents. Drop smelly flowers in front of maid.
She’s smiling! Operate camera and take picture of
smiling maid.
3 Wizards’ tomb room – Drop the picture of
smiling maid on wizard Flytip’s tomb. Drink antidepressant potion. Look at
picture of smiling maid. Take funny bone.
Wizard Syantil’s Story:
Hallway by kitchen – Place the piece of
guttering by the glass and it connects to the rest of the guttering. Go to the
other side and drop the heavy ball on the guttering. The glass breaks. Take
anesthetic potion and the glass shard beside it.
Carpenter’s room – Place glass shard in
silver paint and take mirror.
Wizard Potion Making Machine Room – Drop the
empty bottle at the end of the table to open the 3 pots. Drop from L-R; rose
petal, gold nuggets and funny bone note on the pots. Take vanity
potion.
3 Wizards’ tomb room – Drop the mirror on
wizard Syantil’s tomb. Drink vanity potion. Look at mirror. I’m
too sexy for my ….. Take lock of hair.
Banish Spell:
Hallway below the Oracle room – Look at wall
behind the disappearing pearl and see a hole. Insert the wizard’s wand on hole.
The pearl gets knock off the stand. Enter the Pearl room and take pearl
and wizard Blentok’s wand.
Wizard’s room – Go to cauldron at upper
right of room. Drop love letter (if you haven’t yet), pearl, lock of hair and
wizard’s wand in cauldron. Take banish spell.
Hot coals passageway – Drink the anesthetic
potion and then run to Greylim’s room.
Greylim’s or Start room – Place the banish
spell right in front of wizard Greylim. Infinity, where did you
get that? He banishes.
Enter the hallway. Operate the holes on the floor
in front of the locked door . Take up the letters; M, E, R, L, I, G and Y.
Yup! Arrange them to form GREYLIM on the holes on the
floor. Door opens. Enter the hallway.
We did it! Well, I did it! I’ll see
you in the Dungeon, my friend!
Episode 6 – The
Dungeons
The Dungeons may feel like a far cry
from the splendor of the royal apartments. Nestled as they are, in the
underbelly of the great castle, and full of damp and drafty chambers. But here
are as many secrets as an adventurer could hope to find. Infinity must use the
Dungeon’s teleport system to navigate the complex rabbit warren of chambers and
corridors. Talking his way past Herman’s uncouth soldiers who will always try
and hamper his progress. Can you help Infinity unravel all the mysteries of the
genesis device? Allowing him to finally recover Herman’s lost prophecy, and
begin to realize his destiny.

| Teleporters: 1 2 3 4 5 6 7 |
8 9 10 goes to 2 11 goes to 14 12 goes to 3 13 goes to 9 14 goes to 11 | 15 goes to 16 16 goes to 15 17 goes to 19 18 goes to 20 19 goes 17 20 goes to 18 21 goes to 4 22 goes to |
Operate tile and take fiddly little key.
Feeding the Soldiers:
Green water hall: Take
tankard from stand. Read the blue book about Herman’s Dungeons.
Drop book. Look at green water – green gungy poison. There’s a green
poison blob on tile between the green water areas. If you touch it – you’ll burn
your finger. Go down, turn right on hall and up to the room.
Soldiers’ room:
Operate tile on the right and take tankard. Take stamina
potion from table. Take another tankard from the other table and read
the purple book about The Norse Warlords Device (teleport device). Drop
book on floor. Go close and look at a soldier – Get us some grog
and be quick about it.
Grog room: Go down the
hall and operate lever to open door to Grog room. Enter room. Insert fiddly
little key on chest and take Hergie Mergie Homie paper. Operate
tile on left side of room and take whopping great key. Take tankard from
stand. Now we have 4 tankards for 4 soldiers. Operate lever on wall for a
shortcut. Drop tankard on area beside grog tap at top of the room. Operate tap
to get tankard with grog. Do it 3 more times to get a total of 4 tankards of
grog. Go back to soldiers’ room.
Soldiers’ room: Drop
a tankard of grog in front of each soldier. They drink them and now want food. A
door opens.
Go down the hall and enter hall on the right. Take
2 chicken legs and a stick. Go back to Soldier’s room, take the
4 empty tankards and drop the 2 chicken legs in front of 2 soldiers – we
need 2 more. Go back to grog room and leave the 4 empty tankards
here.
Go out to the hall with green poisoned water. Walk
across the green water and up the room on the left that is just across the Grog
room. You will lose some stamina but do not take the stamina potion yet until
the stamina level is really low.
Password Soldier room:
Look at soldier between 2 chests and he will ask for a password. Let’s ignore
him for a while. Insert stick on hole at bottom left wall. Operate lever. Enter
the hallway.
Turn to first hallway above. Operate 3 tiles and
get 3 sapphires. There’s a closed door on the left. Turn right and go up
to enclosed teleporter #8 with ornate tile.
You’re teleported to hallway parallel to sapphire
hallway. Go around, up, down and operate 2 tiles to get 2 chicken legs.
Go up the hall to the Warlord’s room.
Angry Hours and Femur Link
Puzzle:
Norse Warlords’ (Angry Hours and Femur Link)
tomb room: There is a chest here. Look at warlord with green
shield – ‘Angry Hours’ and warlord with pink shield is ‘Femur Link’.
Remember those names! Take and look at note on table between the tombs –
‘It all depends on the order‘. The note has green,
orange and yellow lines on it. Drop note. Go back to the teleporter tile #7 and
arrive back close to sapphire hallway. Go back to the soldiers’ room.
Soldiers’ room: Drop
the 2 just taken chicken legs on 2 empty places in front of the soldiers. Now
they want more grog. Take the purple chest key on the table – given as a
tip, maybe? Go back to the Norse Warlords’ tomb by crossing the green water and
using the teleporter.
Norse Warlords’ tomb room:
Insert the purple key on chest and take the translation potion. Go to the
soldier that wants a password.
Password Soldier Room:
Look at soldier, he will ask for password, consume translation potion and then
look at Hergie Mergie Homie paper – Herman’s Home. You had help
– didn’t you? Drop the paper. The 2 chests open. Take protection
potion and cross – phew, thought that might burn
me!
Green water hall: Cross
green water and walk up the green water hallway to the wall close to where you
started. Cross the green water again to the other side. Insert the whopping
great key taken from the grog room on close door. Take the bone from
stand. Cross the green water again. Go down and now let’s tackle the green
poison on the tile. Consume the protection potion and then take the green
poison.
Grog room: Drop the poison
on the grog barrel and it will turn to poisoned grog. Now fill the 4 tankards
with the green poisoned grog – Bwahahahahaha! – and
give 4 tankards of poisoned grog to the 4 soldiers. The soldiers drink
the poisoned grog and all go to sleep. He who laughs last … is
smug, hah! The door above opens.
2 teleporter
hallway: Take and read blue ‘A Children’s Story’
book. Drop book. Walk to left teleporter #18.
Altars hallway: Turn right
and drop a sapphire on above altar. It lowers down. Take chain from next
altar. Place the 2 other sapphires on the next 2 altars. Take last will and
testament. Go back to teleporter #20 and then walk to the right teleporter
#19.
Take the pink, trendy pair of shoes. Go down
the hallway. Enter the first room on the left.
Torture Room: See 2
guards and 2 unfortunate prisoners on racks. Take the watch in front
of the sleeping guard. Go down the hall and then left.
Combination stone
room: Take the ‘What’s the combination?‘
paper from top of the combination stone. There is a cookie on the floor.
You don’t need to pick it up.
Go down to the room below the torture room and see
that it is a chess room. Go back to the teleporter #17 we arrived here on
at the hallway above the torture room, go down, cross green water and then to
the other teleporter #8 to get to the Norse Warlord’s room.
Norse Warlords’ tomb room:
Place on the pink shield warrior called ‘Femur Link’ the bone first and then the
chains. Bone, chains – Femur links – get it? LOL! He gives
you a castle chess piece. Place on the green shield warrior called ‘Angry
Hours’ the cross (angry) first and then the watch (hours). Hahahaha – I think it’s funny! Take the bishop chess piece.
Infinity is Accused:
Go back to the right teleporter #19 above the
soldiers’ room and then go to the Chess room.
Chess room: Take the
cigar from the stand and then look at all the chess pieces around the
room. It looks like there are 5 blue bishops and a king hidden behind the stand
close to the sapphire. Bishops move in diagonal and the castle moves in a
horizontal or vertical line. Position your bishop and castle in tiles safe from
all the blue bishops and at the same time checkmate the blue king. Drop your
castle close to the left entryway – 3 tiles above the king. Place your bishop on
the ornate tile close to the wall at bottom of room, 2 tiles right of the blue
bishop. This checkmates the blue King and it disappears together with your chess
pieces. Take the sapphire. Go forward to use the teleporter
#16.
Beehive room: Take and
look at the authentic newspaper. Take the bee tray beside the
beehive. Use the teleporter again #15. Go back to the altars hallway via the
teleporter #17 above the torture room and left teleporter #18 above the
soldiers’ room.
Altars hallway: Place the
sapphire on next altar. Take the ‘Let him have it’ paper. Go across
the water to the left landing and take the stamina potion. Go back to
torture room.
Torture room: Go in front of
the right guard and look at the ‘let him have it’ paper. The right prisoner is
tortured and the prisoner dies. Take the whopping great key on dead
prisoner’s body. The guard says I’m going to tell. Go
back to Altars hallway.
Altars hallway: Go to the
south end of the hallway. Consume a stamina potion because by now your stamina
line is way down. Cross-run to the south through the poisoned green
water.
Camera room: Insert the
key taken from the dead tortured prisoner on the door. This room has a camera
and a chest. Go to room below and see a hole where a lever should be. Operate
the tile and see stamina potion. Just remember where it is if needed. Take the
‘to get to the other side‘ paper. Go to room at the right and see a
tuning fork on a stand. Go down the hall and walk on teleporter #11.
Use the lever at teleporter #14 and find yourself
in the Beehive room. Use the teleporter #15 at bottom left of room.
Arrive at Chess room. Go up to the torture room.
Torture room: The King,
your brother is here. The guards did snitch on you. Look at king to talk to the
king about the prisoner that was killed. You denied it and he wants you to prove
it. Go one tile away from the king and drop the newspaper on the tile in front
of the king. He says that’s yesterday’s paper. The
guard on the right throws a stick. Take the authentic newspaper and the
stick. Go back to the camera room via the teleporter #16 in the chess
room and then the teleporter #14 in the beehive room.
Make Proof of Innocence:
Camera room: Insert stick
on hole on the wall and then operate lever.
Photocopier room: Enter
right, go down the hall and take blank newspaper from stand. There’s a
crown stand beside the closed door below. Drop the authentic newspaper on the
photocopier and something happened. Drop the blank newspaper on the photocopier
with the authentic newspaper. Something happened again. Take forged
newspaper from the tray. Bwahahahaha! Go back to
the king via teleporter #11 on parallel hallway, beehive room #15, chess room
and then torture room. Haheheh!
Torture Room: Start over
with the king. Look at king, Infinity denies killing the prisoner and the king
will say – prove it. Go back one tile away from the King and drop the forged
newspaper in front of the king. The forged newspaper got you off the hook.
Don’t torture the prisoner. He’s such a snothead!
Take the poxy little chest key where the king was. Go back to
camera room – #16 and #14 teleporters.
Access to Other Places:
Camera room: Insert
the poxy little chest key on chest by camera. Take the King’s Crown.
Warlord Robin Sole Tomb Room:
Go to Photocopier room and drop the king’s crown on crown stand. Door opens.
Enter the warlord’s tomb room. Look at warlord with red shield – his name is
‘Robin Sole’. Drop the pair of shoes on floor for later use (shoes – soles,
see). Take sapphire and orange. Look at soldier and he asks a
riddle – Why did the chicken cross the road? Look at ‘to get to the other side’
paper. That’s not funny! Also, drop joke paper for later use. Operate lever at
left bottom of room. Ignore the cookie that is here. Cross the
green water to go up. Take eye. Consume stamina potion if you’re very low
in stamina. Go back to torture room – #11 and #15 teleporters.
Torture room: Go in
front of left soldier and look at ‘let him have it’ paper. The left prisoner is
tortured. Go to by the head of the prisoner, face him and look at ‘What’s the
combination?’ paper. The prisoner will say ‘I will betray’. Drop combination
paper on floor. Go to combination rock room. Go down and left on hall.
Combination stone
room: Drop the eye on left, then the will at middle
and the bee tray on right side of the combination stone. Door opens. Enter and
walk to the teleporter #13.
Arrive at teleporter #9. Walk to top of hall and
take whopping great key. Operate lever but do not enter. Go back to the
teleporter #9 and then walk left from teleporter #13. Ignore the 2
cookies. Insert the whopping great key on door. Go up to the new
room.
Warlord Hamlet
Sharp:
Herman’s room: Look at Herman
and he looks a bit out of sort. Look at ‘let him have it’ paper. Let who have
it? – Herman asks. We have to find an answer to that one. Go up and operate tile
just in front of grog barrel. Take musical note. See a locked chest
between 2 tankards. Take a tankard from one side of the locked chest.
Fill one tankard with grog from barrel. Look at Norse Warlord Hamlet
Sharp. Look and take C.R.U.M.B.L.I.W.A.L.L.Y paper.
Tuning Fork room: Go back down
to hall. Turn left, see a hole where a lever should be, forward and operate
other lever to open door to camera room and the tuning fork stand. I need a wee wee! Drop musical note on tuning fork stand. Take
the sharp icon, a fancy musical thingamy. Ouch it’s
jaggy. Go back to Norse warlord Hamlet Sharp. Place cigar on his
shield (Hamlet is a brand of cigar in the UK) and then drop the sharp icon. Take
stick. Go back to hole in the hallway. Insert stick on hole. Operate
lever and then walk up to the now accessible teleporter #10.
Joke Puzzle:
Walled Teleporter room:
You arrive in a teleporter surrounded by 4 walls – #2. Don’t
panic! Don’t panic! Look at C.R.U.M.B.L.I.W.A.L.L.Y paper – crumble
wall. The walls disappear. Drop crumble wall paper. Take and read green book
about the cider competition and Grumble Weed. Drop book. Go to room
above.
Teleporter maze room: Take
the comedian potion on stand. Look at the family album stand.
There’s a teleporter maze on top of the room.
Grumble Weed Room: Go left
to Warlord Colored Fish’s tomb. Why are we going to ignore this Norse warlord?
Because it’s a red ……. Take film for camera. Go up and look at
Grumble Weed (remember the green book). There are 2 cookies here.
Go back to walled teleporter room. Go to right
hallway and operate lever.
Camera Room: Find your
self in the camera room. Insert film for camera on camera. Operate camera and
take photograph of me.
Robin Sole’s Tomb Room: Go
down to photocopier machine room and then down to Robin Sole’s tomb room. Take
‘to get to the other side’ paper. Look at soldier and he asks a riddle – Why did
the chicken cross the road? Consume comedian potion and then look at ‘to get to
the other side’ paper. The chests open. It wasn’t that
funny! Drop ‘to get to the other side’ paper. Take thermometer
and map. Look at map and see ‘The Norse Extravaganza’ and the direction
for the teleport room is N W S S N N S E.
Herman’s Prophecy:
Teleporter maze room:
Place the ‘photograph of me’ on the family album stand. Take the picture of
‘my pesky brother, the King‘.
Herman: Go back to Herman.
Let’s do the routine again (have to do it in this sequence to work) – Place the
picture of the King on his hands. Go beside Herman. Look at ‘let him have it’
paper. Let who have it? – Herman asks. Infinity will say – ‘my
pesky brother, the King’. Herman will say Bring me my
prophecy! Drop the let him have it paper. Take the chest
key that appears where the King picture was. Go up to the chest by the beer
barrel. Insert chest key on chest. Take green The Book of Icarus.
Cookie Monster Puzzle:
Teleporter maze room: Go to the
teleporter maze and follow the directions – N W S S N N S E. Exit and then
drop the map.
Cookie Monster Room:
Take the rings. Take cookie from floor and then drop cookie on the
bowl. Watch the cookie monster who is blocking an open doorway rolls over, eats
the cookie and then go back to block the doorway. Operate the lever at bottom of
room. Go down to Grumble Weed room. Take a cookie from floor. Go to room
below the walled transporter room.
Cosmos Room: Go down to
the room below. See Stone of Ageing by the entryway. Place a cookie on the Stone
of Ageing to get a gross, moldy cookie. Look at 5 cosmos altar. There’s a
cookie here and a teleporter #3. Step on teleporter and arrive at a place with
amplifier, cookie and Genesis device. Take amplifier. Drop rings on
floor. Step back on teleporter #12.
Cookie Monster Room:
Go back to cookie monster room and place the moldy cookie on the bowl. The
cookie monster gulps it down and get sick. Go up to the now unlocked doorway.
Warlord Robin Sole Puzzle:
There’s a sapphire at end of hallway – just
remember it’s there. Step on teleporter #1 and come out to a hall parallel to
altar hallway. Go up and take pear.
Altars Hallway: Drop sapphire
on altar. Take banana from stand at top of room. Take earth from
right side by plant. Go down on left side of room and use the teleporter #4. Go
out #21 and see a cider press. Use the teleporter on the left #22. Come
out on a short hallway on teleporter #6. Operate the lever on the left. Go back
up, left and forward to soldier room.
Bribable Soldier Room:
Operate lever and enter room. Take the arrow in front of the guard. Look
at soldier and he will say – It will cost you
Infinity. Pull lever at left of room to open door. Go left, down to
the walled transporter, right to camera room and down to the warlord Robin
Sole’s room by the photocopier machine.
Warlord Robin Sole
room: Place the arrow on pink shield of Robin Sole.
Then take the pair of shoes from floor and place it on shield of the warlord.
Take the Potion of Extreme Luck. Go back to walled teleporter
room.
Burping Contest:
Fruit Machine: Go to left side of
room and see a fruit machine on the left. Remember the note on table
between the 2 warlords’ tombs – ‘It all depends on the
order‘. The note has green, orange and yellow lines. Drop the pear on
the left roller, have orange in the middle and the banana on the right roller.
Hear a fanfare. Consume the potion of extreme luck and then pull the
lever. The rollers come out 3 apples. Take the 3 apples. A pile of gold
is won but it is behind a locked door.
Cider Press Room: Go to the
Cider press via the teleporter #1 off the cookie monster room, turn right on
hallway and step on teleporter #6. Drop all 3 apples on cider press and take the
bottle of cider.
Grumble Weed Room: Go to
Grumble Weed. Look at Grumble Weed, the burping contest loser. Place the bottle
of cider in front of him. He will drink it. Place the amplifier on the tile
beside Grumble Weed’s right. Stand on amplifier. Drink a tankard of grog (this
step is not necessary – maybe a glitch). Look at Grumble Weed again and he will
say may the best man win. I
feel a burp coming on. Smug is good, smug is fun! Take a
carnivorous fly trap plant. Drop tankard. Go to cosmos room.
Genesis Machine:
Cosmos Room: Step on
teleporter tile #3 at bottom of room. Pick up the gold rings. Cross the
green water to the Genesis device. Insert the thermometer on Genesis device and
then take Mercury. Insert earth to get Earth. Insert fly trap to
get Venus. Insert rings to get Saturn. Use teleporter #12. Back in
the cosmos room drop from L – R: Saturn, Earth, Venus and then Mercury on the
cosmos altars. The rightmost altar will light up as the Sun. Drop the Book of
Icarus on the Sun altar. Take and look at Black book of Herman’s
Prophecy. Less than full shilling. That bit can’t be
right.
Herman: Go back to Herman.
Drop the book of Herman’s Prophecy in front of Herman. What will
be will be, Infinity. Take the whopping great key. Go back to
the walled teleporter room.
Walled Teleporter Room: Insert
the key on the locked door and then take the gold coins.
Bribable soldier: Go to
bribable soldier to the right passage off the cookie monster room. It’ll cost you, Infinity! Drop gold coins in front of the
soldier. Door opens. Go up and step on teleporter #23.
I Would Say It Was Fun, But That
Would Be Out Of Character!
Episode 7 – The
Gallery
Stories have been passed down through
generations of courtiers concerning the mysterious entities that inhabit the
Gallery. No-one dared to venture there, until now. Infinity is faced with the
task of finding his way through the catacombs in order to find the secret
entrance to the Royal Chambers. But the stories were true, the Gallery is
infested with manifestations of every nature and description. Infinity must
negotiate his way past ghostly apparitions, mummies, zombies and vampires in
order to find the most evil entity of them all – Mestophilys, who will claim his
soul in return for a gift. The gift is evil itself, the last requirement for the
one who dares to murder his brother.

Take care of ghost in the
hole:
Room 1 – Go forward and look
around the first room. At the side hall, see a Molecular stabilizing device by a
mummy. Operate a tile and take a match. See a grinding machine, a
hole on the floor and poisoned slime in front of a door lever. When you walk on
poisoned slime, energy level goes down. Pull the lever and door opens. A ghost
comes out of the hole and before you can go through the ghost pulls the lever to
close it again. We need to take care of him.
Go up and talk to the mummy – he’s
tired. Operate the tile on the floor and take a stamina potion. See a
spider on a cobweb before entering the next room.
Room 2 – Operate a tile on the
floor and take a key. Take the bag of cement on the floor. See a
vampire and take the toy block. Drop the toy block on the toy box at top
of room and side door opens. Another ghost comes out and takes the toy block.
Hmmm! Another ghost to take care of.
Go back down and take the side hall by
the mummy. Operate the lever and enter.
Room 3 – See a chicken blocking
access to a machine and an interesting floor tile. There’s a nest, cement mixer
and barrel of water. Read the book on the stand and learn about a ghost
trap. Drop book. Take the pebbles in front of locked chest. Walk on
purple slime and operate the door lever. Enter door at bottom.
Room 4 – Walk to left side and
see the tomb of Arson Molar. Take the ‘Will you move, please’ paper from
stand. Go to the other side and operate the lever to start the conveyor belt.
Glass goes through and smashes on the floor. Another task! Operate the
floor tile and take stick. See the green ghost holding device at bottom
of room. Walk the hall of poisoned slime at left of this machine. Take
binoculars and stamina potion. Walk to the left, insert the key on
the chest and take guttering. Take the stamina potion on the
floor. Go back to other end of poisoned slime hall. Time to consume a
stamina potion. Go back to room 1 and the grinding machine.
Room 1 – Drop pebbles at center
of grinding machine, move to bottom of machine and operate the machine. Take
sand from top end of machine. Go back to Room 3 and the cement
mixer.
Room 3 and Cement Mixer – Drop
cement and sand in cement mixer. Place guttering to the right of cement mixer.
Operate the barrel of water and then operate the cement mixer. Take
cement from guttering. Time to take care of that ghost. Go back to room 1
and the hole in the floor.
Room 1 and hole in the floor.
Drop cement on hole on the floor. Operate lever to open the door and enter the
side door.
Take care of ghost by toy
box:
Timid Zombie – Go down the hall
pass the long purple slime hallway. See a stamina potion on the floor.
Check energy level to see if you need to consume more stamina potion. Read
the book to learn about the timid zombie. Drop book. Go down, then left and see
the timid zombie. Look at ‘Will you move, please’ paper while facing
zombie. He wouldn’t budge. Go back to center hall and continue down the hall.
Insert stick on hole on the wall, operate lever and enter the door at the
bottom.
Room 5 – Take the ghost
trap from floor. See a Hoover and read the red book about the vampire’s wife
named June who apparate once a year at her death’s anniversary. Drop book. Take
piece of wood. Go down, operate the floor tile and take ‘Where is
M’ paper. Read silver book to learn about Mestophilys’ demands and 2
pentagrams. Drop the book. Go back to Room 2 and the toy box – time to trap a
ghost.
Room 2 and toy box – Take a new
toy block from the vampire. Drop the ghost trap beside the closed door on
the left. Drop the toy block on the toy box and watch. Take ghost trap.
Enter door on the left.
Take care of the Timid Zombie:
Room 6 – Look at vampire who
misses his wife. Operate tile on floor and take fly. Look at tomb of
Brahms Seefor Miles. Take egg and operate door lever.
Go down to room 4 and drop ghost trap on
ghost holding machine. Take ghost trap.
Room 1 – Go to spider below room
2 and drop fly on cobweb below the spider. Take spider. If you drop this
spider anywhere it partly changes to a key. Go around to the other side of the
mummy, drop the key on table and take spider-key. Drop spider-key on
molecular stabilizing machine. That scared the mummy. Take key. Go
around and talk to the mummy and find out he’s in shock. Go to room
3.
Room 3 – Insert the key in locked
chest and take stick.
Purple slime hallway – Go down
to room 1 and down to the long purple slime hallway. Take the right purple
slime hallway. Insert the stick on hole on the wall. Operate the lever and enter
door at bottom. Check energy level to see if you need to take stamina potion.
Lathe – Go down the hall and left
on first hall. Drop the wood on lathe machine, operate machine and take
stake.
Quija board and Brandy – Continue
down the hall and operate the tile in front of the barrel of brandy. If you have
enough stamina potion, you do not need to take the stamina potion on the floor.
See also the Quija board between 2 locked chests. Operate the wall lever to open
the door at bottom. Enter door and go back up to room 2 where the vampire
is.
Room 2 vampire – Drop the stake
on it’s body. Take the vampire’s teeth. Go to Room 4 and the
tomb.
Room 4 and Arson Molar – Remember
this is the tomb of Arson Molar. Drop match and teeth on tomb. Take the angry
potion. If you drop one item the tomb requires it will just take it and
Infinity will make a sarcastic remark about fair trade. Go back to timid zombie
by purple slime hallway.
Timid Zombie – Consume the angry
potion. Look at ‘Will you move, please’ paper while facing zombie.
Mummy!
Take care of zombie with
attitude:
Room 7 – Enter and read book
about telekinesis and an allergic invisible zombie named Soosan that has
identity crisis. Drop book. Operate lever to open door to room 8. Go
forward to room 7 and see a zombie in between 2 gargoyles. The zombie will not
let you through the left door. Take bell from stand. Look at vampire that
has a calendar. If you take the calendar, he zaps you and loses energy. Across
is an unreachable bottle of something. Look at the tomb of Doctor Love at bottom
of room.
Go down the hall and go right. There’s a
pentagram in a side hallway. Operate wall lever to open shortcut door. Go back
and take the musical score from floor beside a locked door. Go back to
room 5 and the tomb.
Room 6 and Brahms Seefor Miles –
Drop the musical score and the binoculars on the tomb. Take the key. Go
back to the long purple slime hallway. Take the left hallway.
Room 8 – Insert the key on locked
door at end of left purple slime hallway. There’s a stamina potion on floor.
Check energy level for need to consume stamina potion. See a blue vase, a
ghost and 2 phones. Take the tape from the tomb of Nicholas Kiss. The
tomb of Martina Bronte is on top of the room. Operate the floor tile and take
cupid’s bow. Take another bell from stand. If you operate the
bottom phone, the ghost answers the other phone. Place the trap in front of the
ghost and then operate the bottom phone. Take ghost trap. Go to bottom
right corner of room and see Book of Names. Drop the ‘Where is M’ paper on
Book of Names. Take ‘Where is Mestophilys?’ paper.
Go out of room and immediately go left
on the hall. Operate lever, enter room and drop the ghost tarp on ghost holding
device. Take ghost trap. Go to Room 7 and the zombie by the
gargoyles.
Room 7 and the Zombie – While
facing the zombie with an attitude problem, look at the ‘Where is
Mestophilys?’ paper. After running away scared, the door on the left is opened.
Enter Room 9.
Where is
Mestophilys?
Room 9 – Take the ‘Is there
anybody there?’ paper from the stand. Operate the lever and see the 3
hammers on the wall move. Look at mummy. The mummy wants you to play something
soothing. Place the 2 bells on the stand by the 3 hammers on the wall. Operate
the wall lever. We’re missing a third bell. Pick up the Santa hat.
Operate the door lever on the wall by hat. Go to Room 3.
Room 3 and the chicken – Drop the
egg on the nest and the chicken will move to sit on the nest. Go around and now
operate the floor tile and see a stamina potion. If your inventory is full, you
don’t need to pick this up. Look at the tape player. Drop tape on tape player,
operate tape player and hear a dog bark. The chicken gets scared and flies away.
Take the feathers the chicken left on the nest. Go to Room 4 and the
conveyor machine.
Room 4 and Conveyor machine –
Drop the feathers on the floor at end of the conveyor belt. Operate the lever
and then take the upturned glass. Go to Quija board room above Room 5.
Quija Board – Place the upturned
glass on the board. Look at the ‘Is there anybody there?’ paper. Take
stethoscope and Hoover bag from the now opened chests. Drop ‘Is
there anybody there?’ paper.
Go to Room 5 and place Hoover bag on
Hoover. Go back to room 7.
Room 7 and Doctor Love – Drop the
stethoscope and cupid’s bow on the tomb of Doctor Love. Take another
bell. Guess what, back to Room 9 and the other bells.
Room 9 and bells – Place the
third bell on the stand and then operate the lever. Take the
key.
Room 10 Purple Slime Maze –
Insert the key on the door by the mummy. Check if you have enough energy. Check
the energy level frequently while going through the maze and consume stamina
potion as needed. There are enough stamina potion to be found in the maze.
Enter, go up to the room, immediately turn left, down, left, up on first
opening, and follow the maze until the top. At the top, take the right path,
take the 2 stamina potions and the key. Go back out of the maze
room. Go down to the hall below.
U-shaped hall – Enter the
u-shaped hall with 2 switching items on stands. Hmm! Take the tennis
racket. Go around enter Room 11.
Room 11 – See a not working TV
and a ghost. Go back to room 7 and down the hall.
Room 7 hallway – Insert key on
locked door. Enter and go forward to Room 12.
Room 12 – Take the flower
from the vase. Read the book and learn about the Soul Stealer. Drop book.
Go to top left hallway and operate lever to open a way to the TV room. Continue
to the left hallway and note there’s a key behind the ghost at the TV room.
Room 13 – Mestophilys’ room –
Take the ‘I wish I were in Kansas’ paper. Take the chalice from
the stand. See a pentagram in front of the sofa. Stand on pentagram and read the
‘Where is Mestophilys?’ paper. Oh! Mestophylis appears. Look at Mestophylis.
Bring me my ring! Drop the ‘Where is Mestophilys?’ paper.
Bring me my ring!
Quija board room by Room 5 – Go
to the Quija board room and the barrel of brandy. Place chalice on table and
then operate the barrel of brandy. Take chalice with brandy.
Room 1 and the shocked mummy –
Drop chalice of brandy on table in front of shocked mummy. Take potion of
thieves.
Room 8 and tombs – Drop the
flower on the tacky vase. See Soosan, the invisible allergic zombie. You’re
so handsome!
Room 7 and calendar vampire –
Consume the potion of thieves and take the June calendar from the
vampire. Go to Room 6 and the Hoover.
Room 5 and the Hoover – Drop the
calendar on the stand. Move to the Hoover and operate the Hoover with the Hoover
bag in it. Take Hoover bag with the June, the vampire’s wife in it. Let’s
return her to her hubby.
Room 6 and the vampire – Drop the
June filled Hoover bag on the vampire. Take the mirror spell. Go back to
Soosan.
Room 8 and Soosan – Drop the
mirror spell in front of Soosan. Ugh! Another Infinity look-alike. Take the
ring. One Mestophilys order done.
Room 13 and Mestophilys –
Place the ring on the stand by Mestophilys. Another Mestophilys’ order
– Prove that you’re evil. Take the mistletoe.
Prove that you’re
evil!
Room 8 and Nicholas Kiss – Drop
the Santa hat and mistletoe on the tomb of Nicholas Kiss. Take tiptoe
potion. Go to u-shaped hall with 2 switching items on stands close to Room
11 – TV room.
U-shaped hall – One tile before
one of the 2 switching items on stands, consume the tiptoe potion. Take the
‘Innocent’ paper and telekinesis potion. Where did we see that
bottle that was unreachable?
Room 7 – Right across the
calendar vampire is a bottle that is unreachable. Face the 3 stands with a
bottle on one of them. Consume telekinesis potion and look at ‘Will you move,
please’ paper. The bottle will move closer. What power! Take potion of
evil. Drop ‘Will you move, please’ paper. Go to the pentagram by room
5.
Pentagram by Room 5 – Stand on
pentagram and look at ‘I wish I were in Kansas’ paper. You find yourself
transported to a Zombie trial. Look at Zombie at center. You are asked what is
the verdict. Consume the potion of evil and then look at ‘Innocent’ paper. Yuck!
Take Zombie head. To go back to the pentagram at Room 6, stand on
pentagram and look at ‘I wish I were in Kansas’ paper again.
Room 13 and Mestophilys –
Place the Zombie head on the stand by Mestophilys. Another Mestophilys’ order
– Give me your soul. Take the Wuthering Heights book.
Give me your
soul!
Room 8 and Martina Bronte – Drop
the tennis racket and Wuthering Heights book on the tomb of Martina Bronte. Take
TV aerial. Just in time for the Waltons.
Room 11 and TV – While standing
above the ghost’s level, drop ghost trap in front of ghost. Drop TV aerial on
TV. Take ghost trap. Walk the purple slime to take the key behind
the ghost.
Room 4 and Ghost holding machine –
Drop the filled ghost trap on ghost holding machine. Wow! It exploded – must
be too full! Infinity got hurt. Take one step away and take Infinity’s
blood from floor. Go to Mestophilys’ room.
Room 14 and Soul Stealer – Use
the key on locked door at bottom of room 13. Enter and see the soul stealer.
Drop blood on blue circle. Take Infinity’s soul.
Room 13 and Mestophilys –
Place Infinity’s soul on the stand. Now you’re evil enough to finish
your quest. Go with my blessings.
Enter the left door that
opened.
You’re really going to miss
me now! Aren’t you?
Episode 8 – Royal Chambers
It’s Showtime! Infinity has finally managed to get close to King
Garamond. Loyal royal courtiers and a whole bunch of monks are the only
staff left who are standing in the way of Infinity’s evil plan. A plan to murder
his own brother and crown himself King. But how can Infinity actually kill the
King? What devices lie at his disposal? And how can he lure King Garamond to his
death? Time will only tell…

Formulate a diabolical plan:
Room 1 -Start: Take and look at
the blue book – Confession of a Psychic about an electric personality and
the King meeting his fate searching for the time. Drop blue book. Take the
light bulb. There is a locked chest here.
Room
2: Exit the room and look at the monk between 2
chests who says God be with you. Operate the floor tile to get laurel
wreath. Look at the wind stone beside the chest and monk. Look at
the fountain of confession at the corner.
Operate the tile in
front of the lamp to take an apple. Insert the light bulb in the lamp.
Operate the lamp to see the armored knight come and turn it off. Operate the
lever at left of room to open the locked door.
Room 3: Take and look at the book
by the water about the special spell that dissolves metal and how the knights
guards the King’s personal possession. Operate the tile under the book and take
the banish spell. Drop the book.
Room 2: Go back to Room 2 and drop the
banish spell in front of the knight. Operate the lamp and watch the knight
banish. Take the also with you paper. Go back to the monk and look at the
‘also with you paper. The 2 chests open. Drop the paper. Take the stamina
potion and the flower.
Room 3: Go back to room 3 and walk the
water that drains energy. Take and look at the red book about the time piece of
the king and how the king will travel far to acquire it. Drop book A plan is
forming here. Take door key. Look at tomb of Caesar Petal. Drop laurel
wreath and then the flower on the tomb of Caesar Petal. Take and consume the
stamina potion. Cross the water again to get back to Room 3 hall. Go back
to end of room 2 by the monk.
Room 4: Insert the key on door. Look at
the fountain of Kings at center of room and at the courtier with the
hiccups. Look at the weighing scale between 2 locked chests that says
you’re too fat and heavy.
Hall 5: Look at pianola.
Operate the tile and take rosary beads. Go right and operate another tile
and take firework. At the end of the hall is a hole on the wall
before a locked door. Go back to room 2.
Room 2: Drop rosary beads on fountain of
confession and take the prayer book. Go to room 3.
Room 3: Look at courtier who lost his
voice. Go down the hall and take a sweetie. Look at the tomb of Eve
Holywords. Drop the apple and then the prayer book on the tomb of Eve
Holywords and take a stick. Go to hall 5.
Hall 5: Insert the stick on the hole by
locked door. Operate lever and enter room 6. The door closes.
Room
6: Look at the lady of the lake and note the banish spell
behind it. Operate the tile by the fountain of Gemini and take
sword.
Drop the sword on the
lady of the lake hands and then take the banish spell. Operate the lever
to open the door. Take and consume the stamina potion on the floor.
Operate the tile by
the knight in the main room and take the balloon. Look at the sweety bowl
at the corner. Place the banish spell in front of the knight and then drop the
sweetie on the bowl. The knight banishes. Take the I found your watch
paper behind the knight. Operate the tile and take the king’s watch.
There’s a hole
on the wall beside a locked door at right side of room.
Room 2: Drop the balloon on wind stone
and take inflated balloon. Go to room 4.
Room 4: Drop the inflated balloon on
hands of the courtier with hiccups. Take a picture of 2 faces. Go to room
6.
Room 6: Drop the picture of 2 faces on
the fountain of Gemini. Take the double action potion.
Hall 5: Go to end of hall 5 by pianola
and go down. Take the chocolate. Note 2 levers on wall that opens and
closes the doors simultaneously. Consume the double action potion and
operate any of the 2 levers. Go dawn the hall and enter the first room on the
left.
Room 7 – Nursery: Operate the tile and
take the baby’s crying paper. Take chocolate. See the baby prince
with a sun symbol. Try taking the sun symbol. The baby cries and your energy
goes down. There is a locked chest at a corner. Exit and go down the hall
6 to enter room 8.
Room 8 – King’s Chamber: Look at
monk that asks if you repent your sins. Look at the king and he says
tell her I love her. Take the rose on king’s altar. He wants you to
deliver it to the queen.
Room 9: Take the key. Look at
magician’s hat between 2 locked chest. Look at the guard that wants you
to whisper the password.
Room 10: Look at the guard that
wants you to sing the password. Take the nightingale. Look at the tomb of
Quasi Da Vinci. Drop all chocolates taken in this room.
Room 11: Go back up the hall 6 to
hall 5 and insert the key on the locked door. Look at courtier that is
deaf. Look at flux capacitor that gives shock when taken. Operate the
tile on floor and take cream cake. Look at jewelry box with a
knight guarding it.
Room
12: Exit room, left back down hall 6 and turn right.
Operate lever to open door. Look at monk who wants to be your friend.
Look at bed of nails.
Go down pass the
energy depleting water and operate tile on floor. Take the Tanoy’s broken
paper (Tannoy is a brand of British loudspeaker). Look at the wonky
gun.
Take the
chocolate and look at tomb of Fawkes Eclair. Drop the firework and
then cream cake on the tomb. Take the slim fast potion. There’s another
chocolate on the table, if you need it later.
Room 4: Go back up to room 4 and the
weighing scale. Consume slim fast potion and get weighed. <wolf whistle>
Take the I love you paper and the stick.
Room 13: Go down to end of hall 5 and
insert the stick on the hole. Operate lever to open the door. Look at the
fountain of opposites. Operate the tile on floor and take banish
spell. Look at nurse’s bag. Drop the nightingale on nurses bag. Take the
throat lozenge. Drop chocolate if no space in inventory.
Go down and left to the hallway and take protection potion.
Operate the lever and enter the door. Go to Room 3 by long energy depleting
water.
Room 3: Drop the throat lozenge on the
hands of the courtier and take the musical score.
Room
14: Go down the hall pass the tomb of Eve Holywords and
left on the hallway. Operate lever and enter room. Look at a deadly
electrical device that has no power.
Drop the watch on
watch stand. Note the tanoy at wall and the pad by the gate. Face
the tanoy and look at the I found the watch paper. See the king pass the pad and
take the watch. Hmmm – what diabolical plan are we hatching here! Drop the I
found watch paper.
Take the prismatic
orb at corner of room. Drop the prismatic orb beside the glass dome beside
the exit. Go to room 12.
Preparing the diabolical plan:
Room 12: Drop the musical score on bed of
nails and take the holed musical score.
Hall 5: Go to pianola and place the holed
musical score. Look at the open chest on the other side of the wall. Go to room
1 and take the soprano potion from the opened chest. Go to room 10 to the
guard that wants you to sing the password.
Room 10: Stand in front of the guard of
the Queen’s chamber and consume the soprano potion. So what is the password to
sing – remember what the King said. Look at the I love you paper. Take a
chocolate that you dropped earlier from floor.
Room 15 – Queen’s
chamber: Enter the Queen’s chamber. Take the
necklace from jewelry box.
Drop the rose that the
king wants delivered to queen on couch beside her. Take letter. Drop
chocolate on couch. Seems like she has insatiable appetite for chocolate.
Look at fountain of
Egypt. Look at monk that needs a combination. Operate the tile by
left closed door with guard. Take key. Note chocolate if you need more
later for the queen.
Room 8 – King’s
chamber: Note that the king is standing by a tanoy
(loudspeaker). Drop the queen’s letter on altar beside him. He wants you get his
sceptre. Take the hearing aid from altar. Drop I love you paper in this
room.
See the king has
placed the watch on the green watch stand below the baby. We would need the
watch later so take it back by: Stand in front of the king and read baby’s
crying paper. He goes to check on baby. Take the watch from the plate.
Drop the baby is crying paper.
Now go around to the baby’s room and stand behind the king and
look at the tanoy is broken paper. The king goes back to the place beside the
tanoy.
Room 13: Go to end of hall 5 and enter
room 13. Insert the key on locked chest take the paint brush.
Room
11: Drop the hearing aid on hands of courtier that is
deaf. Take the quiet potion.
Drop the banish spell
in front of the knight at bottom of room. Drop the queen’s necklace on jewelry
case. See the knight vanish.
Enter the hall he left
opened. Take repentance potion.
Go in front of the
flux capacitor. Save game! Consume the protection spell and take the
flux capacitor. Immediately go to room 14 with the deadly device.
Room 14: Place the flux capacitor on top
of electrical device. We have power. It opened the first glass dome. Take the
prismatic orb and drop it on the opened glass domed by exit. It got activated.
Operate the machine to see what it does. We need 3 more orbs. Go back to room 8
– King’s chamber.
Room 8 – King’s Chamber: Stand in front
of monk, consume repentance potion and then look at monk. Take the rabbit
from opened chest. Go to magician’s hat in front of the whisper password guard.
Drop rabbit on magician’s hat and take marksman potion and the
prismatic orb.
Room 12: Stand by the gun, consume the
marksman potion and operate the gun. This opens the hall below this room.
Room 16: Operate the tile and take
umbrella. Consume stamina potion, if you’re low. Note the record player
guarded by a knight and empty power pack on railroad track. There’s a
potion on the track. Take the stamina potion. and the protection
potion. Go to lower hall pass the chocolate on the floor. Operate lever and
go up the hall pass the stamina potion.
Room 8: Take the I love you paper. Stand
in front of the whisper password guard. Consume the quiet potion and look at the
I love you paper. Drop the I love you paper. The door opens.
Room 17: Note the battery charger,
a protection potion and fountain of the father. Take the
picture of sun and moon at end of hallway. Operate door of shortcut.
Room 14: Drop the prismatic
orb on the next stand. Place the watch on watch stand. Drop the I found the
watch paper on the floor.
The Queen is the target:
Room 13: Drop the picture of the sun and
moon on the fountain of opposites. Take the ring. Go down and left on
hallway to room 11.
Room 11: Go to the hall behind the
necklace on jewelry box. Place the ring on stand. Take the alter ego
potion. Go to room 12.
Room 12: Stand facing the monk who wants
to be your friend. Consume alter ego potion and look at monk. Take the king’s
sceptre.
Room 8 – King’s chamber: Drop the king’s
sceptre on altar beside him. Take the sovereign. Go to room 4.
Room 4: Drop the sovereign on fountain of
kings. Take the Egyptian ankh symbol. Go to Queen’s chamber room 15.
Room 15: Drop the Egyptian ankh symbol on
fountain of Egypt. Take ring. Go to room 11.
Room 11: Place the ring on stand at hall
at bottom of room. Take picture of Cathedral. Go back to the room
before the Queen’s chamber Room 10.
Room 10: Drop the picture of the
cathedral and then paint brush on the tomb of Quasi Da Vinci. Take the banish
spell.
Room 15 – Queen’s chamber: Go the left
end of the room, take the chocolate and see a door bell. Drop the
banish spell in front of the locked door at the bottom. Operate the doorbell.
Room 18: Go to room on the left and see a
barometer, fountain of Einstein and cyanide bath. Drop the umbrella on
barometer. Take another ring. Drop the chocolate on the cyanide and take
the poisoned chocolate.
Room 15 – Queen’s chamber: Drop the
poisoned chocolate on the couch beside the queen. (Do I have to do this?) You
killed her! How could you! Take the 4386 paper.
Go to the monk and look at monk. Look at the 4386 paper. Take the
prismatic orb and the picture of the Holy Trinity.
Now, the King:
Room 11: Place the ring on stand at hall
at bottom of room.
Hall 19: Operate the tile and take the
banish spell. Take the battery. Operate the other tile and take numerical
potion. Look at the IQ Test beside the locked chest. Go down the hall
and operate the lever to the shortcut. Consume stamina potion if your level is
down.
Room 17: Place the battery on battery
charger. Take the charged battery.
Room 16: Place the charge battery on the
empty power pack of the railroad track. The train moved and pushes the potion.
Take the paternal potion. Go to the Room 7 – nursery.
Room 7 – Nursery: Stand by baby and
consume the paternal potion. Take the sun symbol.
Room 17: Drop the sun symbol and then the
picture of the Holy Trinity on the fountain of the Father… Look at the monk
who wants the combination. Consume the numerical potion and look at the 4386
paper. Take the prismatic orb and the record.
Room 16: Drop the banish spell in front
of the knight. Drop the record on the record player. Operate the record player.
Take the key behind the knight.
Room 7 – Nursery: Insert the key on
locked chest. Take the Theory of Relativity red book.
Room 18: Drop the red book on fountain of
Einstein. Take the genius potion.
Hall 19: Consume genius potion and then operate
the IQ test. Take the superglue.
Room
14: Meet the King outside Room 14. Infinity
I’ve been watching you what are you up to? Nothing my brother… You’re so
paranoid.
Drop the 2 prismatic
orbs on the stands. Drop the superglue below the watch stand with the watch.
Take the I found the
watch paper and stand in front of the Tanoy (loudspeaker). Look at the I found
the watch paper. The King is stuck on the superglue.
Awww! Operate the sort
of deadly electrical device. Ahhh Hahahahaha! Take the remains of the
king.
Move Infinity when he stops and see all the treasures on the way
to the nursery.
King Infinity, I like the sound of that. King’s dead..
Queen’s dead… And all that’s left to do is drown that ugly baby. My reign
will last for eternity.
Aaaaaargh where is he?
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Comments on this Walkthrough,
Please write to: MaGtRo
Copyright ©
11/2003 MaGtRo
