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-
- A WALK-THROUGH for ERIC THE UNREADY from LEGEND
-
- ReadMe.1st
-
- This walkthrough assumes that you've tried each section first
- and have at least made your own maps (use the F6 key), so that you
- don't need specific directions to go somewhere: eg. Go east, go
- north, kiss pig, etc.
-
- The adventure is made easier in that items which are no longer
- useful are conveniently removed from your inventory after each
- section.
-
- Be sure to collect and read the newspaper after each part.
-
- Kissing Pig
-
- You need the rope from the barn to descend into the pit. For a
- laugh, EAT SHIT. Also get everything from the medicine chest
- beforehand. You'll need to use one of these items on the pig.
-
- Next Day
-
- Wait until your squire gets you out of your armour. Attend the
- meeting at the Union Hall. Go to the armoury and answer the copy
- protection questions to get the cloak. Look in its pocket. Go back
- to your barracks and get the helmet. At the pond, fill the helmet
- with water. Go to the palace and talk to the guard. Get the
- kindling from the fireplace. Go outside and plant the bean in the
- garden. Water it. Climb the beanstalk. After the briefing by Bud
- the Wizard, take the magic coin and go to the torch vendor's. Then
- enter the ice cream parlour and talk to the boy. Make a fire,
- accept his earmuffs and wear them. Buy the float. Pay the bard to
- recite the epic and wait. Take him to the palace. Wait, then go
- upstairs and eavesdrop. Downstairs, wait until the fight breaks
- out. Outside, pull the banana from the stone. After another
- briefing from Bud (make a note of the five items of your quest,
- and WHERE you need to use them), go to the pond and follow his
- instructions regarding the banana.
-
- In Quest of the Pitchfork
-
- Check out the graveyard, then get past the tree to the west by
- giving it some refreshment. Move branches to reveal the trapdoor.
- Descend, open the mailbox (memories of Zork I!) and get the prize
- offer. Go to the rock shop and get your free gift. Use it to break
- into the house. Pull the rug and open the trap door. Get the beard
- from the trophy case. Go upstairs, and search the bones to get the
- ID. Go to the publishing house and give the prize offer to the
- dwarf. Go outside, wear the beard, kneel, and go in and try again.
- Go to the rock shop and get the starter rock. Wander around until
- someone gives you a coin. Win the memory game to get the catapult.
- Load it with the starter rock. Get on the ferris wheel, pull the
- lever and push the green button. At the top, shoot the red button
- with the catapult. Stand and get the pitchfork. Tie the cord to
- the roots and jump. Now go back to the house and go to the top.
- Drop the rock, stand on it and go through the hole.
-
- In Quest of the Wrench
-
- Enter the inn and talk to the keymaker. Talk to Bruce. Read the
- book the bard gave you and give Bruce the coupon. Listen to the
- conversation and order what they keep arguing about. At the
- castle, go north. Get the berries. Go northwest. Use your last
- medication on the attack turtles. Go to the stables and give the
- drink to the two-headed oaf. Take the root. Go to the top and
- light the root. Go down and use the torch to melt the wax. Press
- the blob on the key to make an impression. Take the impression to
- the keymaker. Go back with the key, unlock the door and play
- Jeopardy. You may need to play it twice to win.
-
- In Quest of the Steak
-
- Listen carefully to the offensive acts that the herald recites.
- Go in. Attend the reciting of the legend and Lily's show at the
- auditorium. Go to the shooting gallery and shoot until you win a
- few prizes. Note what distracts the guy in charge. Visit the elf
- and talk to the musician who comes along eventually. Go to the
- Pavilion of Tomorrow. Take the rubber band and leech. Take the
- marble. Pull the shade. Take the marble. Put the rubber band on
- the snake. Take the marble. Put the cord on the aardvark. Take the
- marble. Stand on the floorboard. Take the marble. Visit the
- jugglers at the auditorium and give them the leech. Wear the
- gloves and climb the maypole. Visit Lily. Take the weed and give
- it to the musician. Wear the shades and play the elf's game. Go to
- the Fool's Guild and play with the whoopee cushion or something so
- that they give you a fool's cap to wear. Perform an offensive act.
- Annoy the boy until he gives you an apple. Give the apple to the
- chef and take his apron. Give the guy in charge of the shooting
- gallery the woodcuts to distract him while you make off with a
- crossbow. Leave the fair and attack the dragon. You have to
- predict where the target will move to next before you fire. Take
- everything.
-
-
- In Quest of the Crowbar
-
- Read the paper over the past few days and make a note of the two
- items about unicorns. Note the sad story in today's paper. Do what
- the guy in the paper did to annoy the unicorn. On the branch, take
- the leaf. Go to the temple. Take the robe, wear it and look in its
- pocket. Ring the fourth bell. Show the paper to the virgin and
- give her the hanky. Wait. Once outside, put the hanky and leaf in
- the bowl. Take the chow. Ring the fourth bell again. Once in the
- room with the virgins, talk to them. Go into the sanctuary and
- wear the ring. Get in the vat. Wait until a virgin comes in.
- Uncloak and talk to the virgin. See what eventually happens to
- her. Cloak. When another virgin enters, give her the book to read.
- Enter the mouth in her place. Talk to the god working on the hole.
- Note his problem and the fact that he has a bottle opener. Check
- out the Goddess of Beauty and visit and talk to the God of the
- North Wind. Listen carefully to his complaints. Note that it's his
- birthday. Take the note and deliver it to Morty, by showing it to
- Clio. Give what he gives you to the repairgod. Get some nectar. Go
- to the Library and borrow books until you get one about reaching
- Mount Spa. Take it to the duplicator quickly before your loan
- expires. SAVE (or be prepared to UNDO). In the lab, work the
- machine (one of the switches is fatal) until you get a slimewig
- from it. Take it, go outside and get the message for Morty from
- the pigeon. Deliver it. When he calls in Clio, go outside and take
- the woad. Repeat this, and this time take the costume from the
- case. Read the bulletin board near the vending machine, ring for a
- cake in Clio's office and wait until it arrives. Take it to the
- God of the North Wind, and light the candles with the dragon by
- pulling on its tail. Go back to the pond and get the golden key.
- Visit the forgetful god and give him the nectar repeatedly. Get
- the egg. Now follow the ritual described in the book. At the top
- of the mountain, use the Golden Key.
-
- In Quest of the Bolt Cutters
-
- Read what the newspaper has to say about roddenberries. Check
- out the crew and talk to the captain. Give the berries to Zulu.
- Once you take control of the ship, visit Milligan's Island. Take
- the bottle and do the test. Relaunch the bottle and wait until it
- returns. It may take more than one go to gain admission. Take the
- umbrella. Go to the Pirate's Island and take their test. Get the
- rum. Go to Monkey Island. Summon the banana the way Bud the Wizard
- told you to, and give it to the monkey. Take the coconut. Go to
- Lilliput. Put the coconut and umbrella on the belt. Afterwards,
- examine the lever and pull it. Put the dragon on the belt. Go to
- the island with the iceberg. Go to the Playroom and put the
- coconut on the guillotine. Make the drink and return to Phantasy
- Island.
-
- At the Black Gate
-
- Use the pitchfork on the pitch. Use the crowbar on the crow. Use
- the steak on the black eye. Take the candygram! Use the bolt
- cutters on the lightning. Turn the moon with the wrench. In the
- turret, turn the hourglass on its side. Take the eyeballs and put
- them in the sockets of the skull. Hoot. Answer the question (it's
- reflected, so the answer must be too). In the passage, look at
- what is right under the chain. In the dressing room, take the
- makeup, read it and apply it to the chain in the passage exactly
- half an hour before the wedding. Go back to the dressing room and
- get on the broom. It may take more than one attempt to reach the
- passage below the Great Hall. Open the trap door and come up under
- the cake. Wait and watch events unfold. At the right time, give
- the candygram to the witch. Take the princess and at the gates,
- blow the whistle. That's it.
-
-
- Enjoy!
-
- Beowulf
-
-