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Eternam (e)

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Eternam - Walkthrough
  
The first thing you need to learn is how to talk to 
people. The people who are outside will always 
say exactly the same thing, so you only need to 
talk to them once. People inside building and so 
on, however, can carry on an interactive dialogue. 
The biggest problem here is that sometimes they 
only give you a single chance to let the dialogue 
go the way you need it to in order to finish the 
game (ARGHH!), so you may want to save your 
game and ask them in each order until you get it 
right. Remember that often what they say will be 
included in a "test" of sorts which you must pass 
in order to continue. Usually, though, if you say 
the wrong thing to a person you will just be killed 
outright. So just reload the game and try another 
tack... FIRST ISLAND Walk about until you get to 
the Duke's Castle. A short animation sequence 
(isn't there a way to abort these?) and you are 
inside. Off to the left is a room with sweetmeats. 
Pick one up. Talk to the guy in the next room 
down for a bit. Back out to the main hall, go up 
one, to the right. Pick up the match. Take the 
next left from the main hall, and go on just past 
the mirror. The guards pass, and you continue on 
your merry way. Go up and take the infrared 
goggles. Back to the main hall, keep going up, 
(another animation sequence), and give the 
sweetmeat to the clerk. Go back for another 
sweetmeat for the guard. Talk to the guys in the 
next room for your 1st quest: the ordeals. In the 
room on the left and down, take the medieval 
camera. Two rooms to the right, and down, and 
up the stairs, to the left, down a few times, and 
off to the right are the onion skins. Pick them up, 
and you are off to the ordeals. Go back down the 
stairs, to the right twice, use the onion skins and 
walk under each eye once. Hurry now to the right 
through the flames before you dry off. Take a 
short step down in the next room, and then 
"speak". Walk across the board to the next room. 
Believe the signs, go to the next room, and then 
ignore the monster and go into the next room. 
Use the infrared glasses and follow the path. 
Only the switch on the left should go into the "up" 
position. In the next room use the match 
immediately, and then continue into the last 
room. Step on the central floor panel and you 
have solved the ordeals. More animation, and 
you get a small, very sharp knife. Go back down 
to near the entrance to the castle. If you want, 
you can go back to the left and down and take a 
picture of the guy with his statue. Leave the 
castle. Further on is a building: take the letter 
from the woman at the entrance. You can now go 
to the next island. Just follow the path until you 
get to the water and stay near the rocks. No 
problem. SECOND ISLAND The people here are 
thieves! Talk to any people when you are outside 
and any GPs you have will disappear! This sucks, 
but can be useful if you need some more cash... 
more on this later. Follow the path and take the 
first left, and give the letter to the revolutionaries, 
and they will give you a rosette. Continue back 
down the path, to the left twice, and talk to 
Charlotte. If you say she's quite an artist you will 
get 10 GP. Whenever you come back to her, if 
you are out of cash she will give you more. I don't 
know how many times it will work, but so far she 
has given money to me twice... This is where 
letting people steal from you can be useful. If you 
_need_ another gold piece or two, let them steal 
it and go back to Charlotte for a total of 10 more. 
Then back to spend your cash. Anyway, once 
you have your cash, leave her house and go back 
down the path. Take the left twice, and talk to the 
old lady. Get her to say for you to ask the 
barkeep for something "strong". And now go into 
the city. Talk to the fisherman, and ask for how to 
get off the island. Continue on, and enter the city. 
You don't need to buy a compass now, I figure it 
will be better to wait a bit. Besides, you will need 
to use _all_ 10 GPs later anyway. Go down into 
the next screen. Animation (sigh), and you are 
invited into the ring. Speak up, and get your knife 
ready. When the fight starts, throw the knife and 
it will cut off his shorts and win you the fight and 
one more GP. (No compass yet, you still need 
_all_ 11 GPs.) To the right of this screen is a 
building, and go trample its lawn. You will be sent 
into the prison. Talk to the people outside and 
they will tell you how to get out. Out the building 
you are. Go right, down, collect all the stuff here 
(key, rackets, thermometer, canis), go down and 
talk to Marcel. Go up twice, go right, into the 
building, go up and talk to whats-his-name. Get 
his permission to use the ferry. Off to get the 
other authorisation... Out the house, up, left, into 
the building, go right, up, talk to him, up, hide 
behind that thing over on the right, use the 
camera, animation, go back to talk to the baron. 
Leave the house and talk to Marcel. And you are 
off to the next island. THIRD ISLAND Now you 
have to pass a quiz. Well, you don't _really_ have 
to (there is a way to get by it) but it is cheaper to 
do it this way. Answer all the questions correctly 
and you get sent farther along. Assuming you 
have asked every person every possible thing as 
you went along, you will have more than enough 
information to pass the quiz. And what you don't 
already know you can actually look up in an 
encyclopedia. A set of answers to the quiz is: 
2,2,3,2,1,1,3,2,2,2,1,2,3,2,3,1,1,2,3,1 If you feel 
like it, you can fail the test and get kicked back to 
island two. In the bar, ask for something strong, 
etc, go to the hidden room, and ask the guy back 
there for something "special". You can buy your 
way to the next island for 10 GPs. But since you 
can pass the test for free anyway I figure this is a 
waste of money. In any case, you will be in the 
complex. Wander around up and down floors 
collecting cards to other floors, they will be 
scattered around. On floor three, when you get 
there, you need to ask the Kirk-guy to see the 
Commander and he will give you a card to floor 2. 
Look through the periscope and you will see the 
disaster and be sent on your second mission: 
stop the thing from blowing up. Down on floor two 
you will be given a card to access the 
transporters, but you don't actually need to use it 
yet. Just go to floor 0, off to the right, the exit sign 
comes on, go out. Wander along the road to the 
left and you will come to the pumping station. 
Walk in, up to the machine, and you will give it a 
good smack. Fixed! Walk a bit more to the right, 
and robot-guy will tell you you need your own 
boat. Go back down the road, go straight through, 
and go straight through again. Walk inside the 
building, jump in, and you can get sent on your 
third mission: find a space map. Pick up the flag 
to get rid of the interference, and back through 
the hole. Go back to the other building, up to floor 
1, and go to the washroom. Each of the three 
stalls teleports you to one of three islands. You 
want to use the one way at the back to get to 
island 2. Teleport, go back into the city, to the 
bar, in the back, ask for something special, and 
buy yourself the starmap. Pick it up, back out the 
city, transport back, and leave. Back to the moon, 
talk to the astronaut, back to the other building, 
talk to the programmer and watch him transport 
out. Done! PYRAMID Teleport here from floor 
one of the complex. Go in the pyramid, to the 
room on the right, to the far wall, pick up the 
Rosy Stone, back out to the other room, walk up 
to the wall at the far left, take a peek at that 
particular picture, and go to the next room. Tell 
the genie to open the door, and go in. 
R,U,L,L,D,L,U,U,R,R,R,R,D,D,R,U,U,U,L,L,L,U, 
out. Ignore the scorpion on the right, go left, left, 
take the sceptre, use it on the cup, pick up the 
cup, use it, go through the new door, right. Ignore 
the statue's head, go right, avoid the little bee, 
right, kill the snakes, speak to the wall, pick up 
the pieces, go down, left, take the statues 
(except blue), left, take the statues, kill the 
spiders, back to the right, right, right, down, 
down, left, left, take the knife, use it in the cup, 
go back right, up, up. Place the yellow, orange, 
blue statues in the upper, left, and right doors. Go 
back to the hall which was just before the 
scepter, place a piece of mirror, follow the light 
beam along, place another piece. Go to the room 
with the "X" on the floor (Superman is shown on 
the wall), use the big piece of mirror, cross the 
path of the X without being near it, pick up the 
pieces of mirror, go back to follow the beam of 
light placing more mirror bits. Before you enter 
the room where you placed the little statues, use 
the rackets and go in. The answers to the 
questions which come are 3,3,1. Pick up the rod, 
use it, teleport back, use the first stall on the left 
to go back to island 1, enter the castle, go to the 
boat room, use the rod, leave the castle, teleport 
back to island 3, go back to the pumping station, 
use the boat, use the rod, and you're off sailing. 
DRAGOON ISLAND Wander to the Warren, 
enter, go right, avoid the jigglers, right, go to the 
top of this screen, enter, get the remote, talk to 
the Alchemist, and leave. Leave the warren, find 
the scientist, use the flag on him, use the remote 
on him, and then go back to the warren. Enter, go 
up two screens, go left through the semi-hidden 
door, talk to the Priest, make friends with him. Go 
left, get captured, say "this might be weird...", talk 
to the baroness's daughter, take all the 
mushrooms, go down, put the plank down, go 
right, take the diamond, back to the room with the 
women, use the green mushroom, go right, right, 
up, right, right, right. Take the bone and bowling 
balls, go back left, left, left, use the diamond, go 
left. Save here because you will probably slip and 
fall the first few times, but you will get used to it 
after a while. Use the bone to stop the lizard, 
avoid the first door with the bear, and enter the 
second door. Go left, hide behind the pillar, get 
the round mushroom ready, when the chef goes 
to the stove run and quickly take the spices and 
then use the round mushroom so that it takes 
their place, and run back behind the pillar again. 
Wait for him to leave the stove again, go right, 
right, up, left, talk to the prince, use the bowling 
balls in the empty cell, go back right, use the 
flute, go up, up, talk to the Evil Prince, offer him a 
gift, the spell "throw the boat", and he dies. Take 
the key, go back down, down, into the hole. 
Wander over to the shark pen, throw the lever, 
throw the lever again, swim across. Go to the 
right and push the rock, walk over to the other 
side of the "pool", push the rock back, enter the 
pit. Walk up and look out the window and the 
game is done.