ETERNAM - Infogrames A PLAYING GUIDE AND SOLUTION by John Moore CAUDA ISLAND GO STRAIGHT TO THE CASTLE, IGNORE EVERYTHING ELSE. IT IS IMMATERIAL WHAT ANSWERS YOU GIVE THE GUARD AT THE ENTRANCE. THE OBJECT IS TO SEE THE DUKE. TO PASS THE SENTRY AT THE CURTAIN YOU NEED THE SWEETMEAT WHICH IS IN THE FIRST ROOM ON THE LEFT WHERE THE SKELETON IS WANDERING ABOUT. TO PASS THE TESTS YOU NEED:- ONION SKINS, INFRA RED GLASSES AND A MATCH. PASSING THE TESTS DUNGEON 1 USE ONION SKINS AND ENTER TO THE LEFT, THIS MAKES THE EYES WATER. STAND UNDER THE TEARS UNTIL YOU ARE SOAKED, STAND UNDER THE OTHER TEARS UNTIL YOU ARE DOUBLY SOAKED. DUNGEON 2. WALK STRAIGHT THROUGH THE FLAMES AS YOU ARE SOAKED FROM DUNGEON 1. DUNGEON 3. WALK LEFT AND SPEAK. THE PLANK FALLS AND YOU CROSS. DUNGEON 4. IGNORE THE BEAST AND USE THE GLASSES TO SEE THE SECRET PATH. DUNGEON 5. PULL THE LEVER ON THE LEFT ONLY. DUNGEON 6. USE THE MATCH BEFORE ENTERING. LAST ROOM, STAND ON THE CENTRE STONE AND YOU ARE LIFTED TO THE DUKE'S APARTMENTS. WHEN THE DUKE HAS FINISHED WITH YOU GO BACK TO THE DOG AT THE ENTRANCE. AFTER THE GUARD HAS SPOKEN TO YOU THEN YOU CAN GET THE CAMERA. WALK UPSTAIRS TO THE DUKE'S APARTMENTS AND GO TO THE TABLE WHERE THE ONIONS ARE. WALK TO THE BED AND YOU SEE A SECRET PASSAGE. IN, READ THE LETTER AND GET YOUR 30 GPS FROM THE DUKE. IF YOU WANT MORE, EXIT THE SCREEN AND RE-ENTER. TO GET TO THE NEXT ISLAND LEAVE THE CASTLE AND SPEAK TO THE MONK FRANCESCUS, THE WOMAN IN THE TEMPLE WHO WILL GIVE YOU A LETTER FOR HER DAUGHTER, THE INQUISITOR TEPES AND THE PRIEST. WHEN YOU SAY FRANCESCUS SENT ME HE TELLS YOU ABOUT THE FORD. YOU MUST REMEMBER THE NAMES OF THE PEOPLE YOU MEET AS YOU HAVE AN EXAM LATER. DORSALIS ISLAND. SEE THE BOOKKEEPER WHO TELLS YOU THAT THE ISLAND IS FULL OF THIEVES. SO CHECK YOUR INVENTORY AFTER SPEAKING TO PEOPLE OR YOU MAY LOSE YOUR MONEY. HE ALSO TELLS YOU TO SEE OLD MOTHER DUCLOS. NEXT VISIT THE REVOLUTIONARIES AND GIVE THE LETTER TO MARIANNE WHO GIVES YOU A ROSETTE WHICH WILL PROTECT YOU. THEN OFF TO SEE MOTHER DUCLOS WHO TELLS YOU THE WORD TO USE IN THE INN. (DON'T STEP ON THE CAT). TRY IT| SEE THE WIDOW CHARLOTTE WHO COULD GIVE YOU SOME MONEY IF YOU NEED IT. NOW HEAD FOR THE TOWN OF MIDDLEVILLE. MIDDLEVILLE BUY A COMPASS, WALK LEFT TO ENTER A MANSION AND SPEAK TO THE PIANO PLAYER. ASK "WHERE IS HER FATHER", FIND THE BARON AND SPEAK TO HIM. THE PROOF YOU NEED IS A PHOTO. ENTER THE BEDROOM AND HIDE BEHIND THE SCREEN UNTIL SHE STARTS TALKING TO MICHAEL NUKE. USE THE CAMERA AND GIVE THE PROOF TO THE BARON. HE GIVES YOU ONE AUTHORIZATION TO USE THE FERRY. IN THE SQUARE FIGHT THE MAN BUT USE THE KNIFE BEFORE YOU ENTER THE RING. TO GET THE OTHER AUTHORITY YOU MUST GET ARRESTED BY STANDING ON THE GRASS OUTSIDE THE OTHER MANSION. IN THE CELL SPEAK, "I THOUGHT I HEARD A VOICE", "LITTLE GIRL WOULD YOU LIKE A PRESENT" (OH YEAH). "HOW ABOUT 1 GP". GO BACK TO THE MANSION TO GET THE OTHER AUTHORIZATION. YOU CAN IGNORE THE PARROT IF YOU LIKE, UNLESS YOU HAVE SPOKEN TO THE FISHERMAN AT THE BRIDGE. (RUN AWAY BEFORE HE CATCHES THE BIG ONE). IN THE ALLEYWAY GET THE RACKETS, KEY, THERMOMETER AND CANIS CROTUS. THEN ENTER THE INN AND ASK FOR SOMETHING STRONG. SAY MAYBE AND SMUGGLED GOODS YES. IN THE SECRET ROOM YOU SEE A STAR MAP WHICH YOU HAVE TO COME BACK FOR LATER. USE THE FERRY TO GET TO THE COMMANDERS CITY. COMMANDERS CITY YOU MUST PASS THE TEST TO GET THE ACCESS CARD. THE ONLY LEVEL YOU CAN ACCESS IS -1. SPEAK TO THE MAN TO GET ANOTHER CARD. FLOOR 1. GET THE CARD FROM THE DORMITORY. THE TELEPORTS ARE ON THIS FLOOR FOR LATER USE. FLOOR 2. THE COMMANDER (WHEN YOU GET THE CARD) FLOOR 3. COMPUTER ROOM, ANOTHER CARD AND THE LOST PROGRAMMER AND GRAPHICS ARTIST. FLOOR 4. SPEAK TO EVERYONE, CAPTAIN KIRK WILL GIVE YOU A CARD TO SEE THE COMMANDER AND ARRANGE A TELEPORT CARD. USE THE PERISCOPE AND GO TO THE PUMPING STATION TO FIX THE FAULT. A COMPASS CAN BE USEFUL HERE. SPEAK TO THE ROBOT AT THE PUMPING STATION ABOUT A BOAT. (NOW WHERE HAVE I SEEN A BOAT). GO TO THE WELL AND JUMP IN. ON THE MOON GET THE FLAG AND RETURN TO THE CITY. SPEAK WITH EVERYONE AGAIN. FLOOR 5. USE IT FOR A LAUGH. THE TELEPORTS ARE IN THE CUBICLES OFF SCREEN AS WELL AS THE OBVIOUS ONE. FIND THE ONE TO TAKE YOU BACK TO MIDDLEVILLE TO BUY THE STAR CHART, BACK TO THE CITY AND BACK TO THE MOON. GIVE THE CHART TO THE ASTRONAUT AND BACK TO FLOOR 3 TO GET RID OF THE PROGRAMMER AND GIRL. TELEPORT FROM THE VISIBLE ONE TO THE PYRAMID. (I FOUND THIS TO BE THE MOST DIFFICULT SECTION) THE DESERT SPEAK TO EVERYONE, ESPECIALLY THE GIRL, AND ENTER THE PYRAMID. THE ONLY THINGS YOU NEED TO DO AT THIS STAGE ARE EXAMINE THE WALL ON THE RIGHT SCREEN TO GET THE ROSY STONE, LOOK AT THE HOLOGRAM ON THE CENTRE WALL AND GET THE GENIE TO OPEN THE DOOR FOR YOU. TELEPORT BACK TO THE CITY AND SEE SPOCK WHO WILL TRANSLATE THE STONE FOR YOU. I WISH I HAD DONE THAT FIRST AS IT TOOK LOADS OF SAVES ON A TRIAL AND ERROR BASIS TO CROSS THE PATH AT THE FIRST ENTRY POINT. STILL THAT'S THE NAME OF THE GAME. WHEN YOU SEE THE SCEPTRE TAKE IT AND REMEMBER WHAT THE GIRL SAID. USE THE SCEPTRE ON THE GLASS, USE THE GLASS TO GET THE DOOR OPEN. THE ROOM TO AVOID IS THE HUGE SCORPION AS IT HOLDS NOTHING TO HELP WITH THE GAME. THINGS TO DO LEAVE THE STATUE'S HEAD ON ITS PLINTH AS IT IS NEEDED THERE LATER, IF YOU TRY TO LEAVE WITH IT YOU DIE. LEAVE THE FIRST BLUE STATUE IN ITS NICHE, IGNORE THE SINGLE FLYING INSECT IT DOES NOT HARM YOU. HOWEVER TRY AND BLAST IT FOR A WHILE AND GET A SHOCK. KILL ALL THE SNAKES. WHEN YOU WANT TO READ THE STRANGE SIGN YOU MUST WEAR THE RACKETS ON YOUR FEET TO STOP SINKING IN THE SAND. THIS GIVES YOU THE CLUE TO USE THE KNIFE ON THE STEPS WHEN YOU ARE STANDING NEXT TO THE CUP. IN THE ROOM WITH THE STATUES YOU ONLY NEED THE THREE CORRECT COLOURS, IGNORE THE WHITE AND GREEN. TO USE THEM ENTER THE BIG ROOM AND USE THE BLUE ETC AND WALK ABOUT. IF YOU HAVE THE RIGHT ONES THEY APPEAR ON THE FLOOR. NOW FOR THE HARD PART. GO INTO THE SNAKE ROOM AND WALK TO THE FIGURE HOLDING THE MIRROR. SPEAK. "MIRROR MIRROR ON THE WALL"(THAT'S THE BIT THAT TOOK ME AGES TO FIGURE OUT). YOU NOW HAVE TWO LITTLE BITS AND A BIG BIT. WALK BACK TO THE RAMP YOU CAME DOWN USING A LITTLE BIT OF MIRROR AND WHEN YOU PASS THE FIGURE WORSHIPPING THE SUN THE FIRST RAY OF LIGHT APPEARS. FOLLOW THAT TO WHERE IT ENDS AND USE THE OTHER LITTLE BIT OF MIRROR. YOU ARE LEFT WITH A BIT THAT IS TOO BIG. GO TO THE ROOM WHERE THE BIG BLOCK OF STONE SPLATTERS YOU AGAINST THE WALL AND USE THE BIG BIT OF MIRROR. WHEN IT APPEARS ON THE X CAREFULLY CROSS IN FRONT OF THE BLOCK AT THE BOTTOM OF THE SCREEN. IT HURTLES FORWARD AND BREAKS THE BIG BIT INTO TWO LITTLE BITS, PICK THEM UP AND RETURN TO THE LINES OF LIGHT. BEFORE YOU ENTER THE HOLOGRAM USE THE RACKETS ON YOUR FEET AND STEP INTO THE ROOM. IN FRONT OF KING TUT THE ANSWERS ARE 1-KHEOPS, 2-18TH DYNASTY, 3-134. WHEN YOU GET THE STAFF USE IT. RETURN TO THE TELEPORTS AND GO BACK TO CAUDA TO GET THE VIKING LONGBOAT. GO TO THE PUMPING STATION AND USE THE BOAT AND STAFF THEN IT'S, HEIGH HO, OFF TO DRAGOONS ISLAND. DRAGOONS ISLAND YOU MUST VISIT THE OLD HUMAN AND TALK TO HIM, THE SCIENTIST WHO WANTS HIS REMOTE CONTROL BACK AND OPTIONAL VISIT TO KOBOR THE CRUEL. TO GET THE SCIENTIST TO TALK TO YOU USE THE FLAG (STARS). YOU CAN ESCAPE FROM KOBOR IF YOU ASK THE RIGHT QUESTIONS. OFF YOU GO TO THE DRAGOONS WARREN. REMEMBERING WHAT THE OLD MAN SAID ABOUT THE PROPHESY YOU MUST GET CAPTURED FIRST. STAY DOWNSTAIRS UNTIL IT HAPPENS. IN THE HAREM SPEAK TO ALL THE GIRLS UNTIL YOU MEET THE BARON'S DAUGHTER. GET THE GREEN MUSHROOM WHICH MAKES YOU INVISIBLE, GET THE DIAMOND FROM THE FREAK ROOM, THE BONE AND THE SHINY CANNONBALLS FROM THE ROOM PAST THE GROUP. GO UPSTAIRS AND ENTER THE PLATFORM GAME. WHEN YOU ARE OPPOSITE THE ENTRANCE TO THE GREAT ALCHEMIST, ENTER AND PICK UP THE REMOTE CONTROL. DOWN AND BACK TO DR SKALLFASS WHO GIVES YOU THE COMPLETE PRINCE KILLING OUTFIT. GO BACK TO THE WARREN AND DOWN AS FAR AS YOU CAN THEN LEFT, USE THE DIAMOND TO BREAK THE WALL, USE THE BONE TO GET PAST THE MONSTER AND INTO THE ROOM WITH THE FLOATING GIRL. HERE LIES A PROBLEM, THOUGHT I, THE ROOM ON THE LEFT HAS THE COOK AND HIS POT, THERE ARE SPICES ON THE SHELF WHICH YOU CAN GET. I THOUGHT THAT AS DRAGONS ARE SUSCEPTIBLE TO A CERTAIN KIND OF MUSHROOM I WOULD HAVE TO FIND A WAY TO PUT ONE OF THEM IN THE POT. WRONG, YOU DON'T NEED TO ENTER THAT ROOM. GO RIGHT AND EITHER BLAST THE OCCUPANTS IF YOU CAN OR SIMPLY WALK RIGHT WHILE THEY ARE TALKING TO YOU. BLAST THE OCCUPANTS OF THE NEXT ROOM AND GO TO THE TOP OF THE SCREEN. YOU ARE IN THE ROOM WHERE THE DUKE'S SON IS IN A CELL. IT'S ALL COMING TOGETHER NOW. SPEAK TO THE LAD AND USE THE CANNONBALLS ON THE EMPTY CELL TO FREE HIM. HE WILL GIVE YOU A FLUTE WHICH YOU PLAY IN FRONT OF THE STATUE OF THE GIANT COBRA. IN AND KILL THE PRINCE, TAKE THE SNAKE KEY AND OUT AGAIN. USE THE KEY ON THE COBRA, DOWN THE PIT. WALK TO THE CONTROL LEVER FOR THE SHARKS AND USE IT TWICE, INTO THE WATER, (THE AMOUNT OF TIMES I DROWNED IN PREVIOUS PARTS BECAUSE I NEVER LEARNED TO SWIM), AT THE FIERY PIT WALK RIGHT UP TO THE ROCK WHICH LETS THE WATER IN, WALK ROUND THE PIT AND MOVE IT AGAIN. DOWN THE PIT AND YOU SHOULD NOT HAVE ANY PROBLEM WITH THE LAST FEW MOVES. THE END.