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.