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    Walkthrough by Beowulf

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                  A WALK-THROUGH for ERIC THE UNREADY from LEGEND
            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
            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
    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
    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.

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