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Eternam


     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 big gest 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 mai n 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, (an other 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  r ight, 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 ordeal s. 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 t he 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 t he 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. An imation (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 righ t 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 si nce 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, yo u 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 car d 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 robo t-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 int erference, 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, lef t, 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 (Superm an 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 statue s, 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,  telepor  t  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 d own, 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 rou nd 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. Ta ke 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.

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