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.
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 reconnoitring
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.
the hotel's bar at the start of the game,
and the Harlequin has women on his mind
your way to the bar you sense movement in the shadows,
a cracking blow to the back of your neck brings darkness.
. . .
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 watch takes you through town, across snowy
wastes, onto ski slopes and into cable cars.
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.
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