Zzap
1st September 1988Valkyrie 17
You arrive home one evening to discover a message on your answering machine. Something you had thought vanquished for good has returned to haunt you. Valkyrie 17 is active again!
Over the next few days a series of phone calls convince you that the matter deserves further investigation. You receive a dossier on the activities of Valkyrie 17. From the fragmentary reports culled over the last 40 years you slowly begin to put the whole story together. Names emerge - Drakenfeur, Heinrich and Reichsmuller - and an indication of what Valkyrie 17 is all about is discovered in a blueprint.
A desperate call for help from the Glitz Hotel overlooking Lake Bruntz spurs you on to seek out Valkyrie 17. Your cover is good, very good. You spend a few days reconnoitering the area before making your way to Lake Bruntz. You check in to the Glitz Hotel hoping to follow the lead given by the plea for help.
On your way to the bar you sense movement in the shadows, a cracking blow to the back of your neck brings darkness...
The adventure proper opens in the bar of the hotel: your first task is to get out without anyone realising you've left. Your aim is to find the German spy (codename Valkyrie 17) and thwart his plans to create the beam weapons which could bring about an unwanted result to World War II. Your search takes you through town, across snowy wastes, onto ski slopes and into cable cars.
The parser is adequate, providing a quick response to input and a SAVE/LOAD option. The plentiful graphics are basic but sufficiently attractive to give tired eyes a diversion from reading text.
Valkyrie 17 was first released in 1985 for the Commodore 64/128 and, as such, is dated - however, if you can get your hands on it for less than a fiver you should not be disappointed.