Eternam Don Jonzs Virtual Adventure Vaction Tips & Tricks|
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Eternam - Don Jonz's Virtual Adventure Vaction
2. Version History
3. Slowing the game for modern PC's
6. Completion Objectives
8. Contact Information
I am MysticWeirdo also known by my real name Warren Grieder.
This game sees you in the role of Don Jonz's who has won a vaction to the
Virtual Pleasure Planet, Eternam. Things are going horibly wrong there due to
the actions of Eternam's native population, the Dragoons, and your archrival,
Mikhal Nuke. With the help of Tracy, your virtual assistant, you'll need to
set things right.
2. Version History
1.0.1 May 7, 2005 Addition data for the pyramid regarding the giant scorpion
and the quicksand.
1.0 April 10, 2005 Initial version.
3. Slowing the game for modern PC's
The first challenge is getting the game to run on a modern pc. My 1.8 GHz
machine is overkill for a game recommended for a 18 Mhz machine. If you don't
use any type of slowdown software, you find yourself dead in a matter of
seconds, either beaten to a pulp by one of the wandering enemies or drowning
because you ran into the water from lightly tapping one of the arrow keys.
I first tried Moslo which has worked for my in the past. However even at its
maximum slowdown rate of 1% the game is still runs too fast.
Enter Dosbox an opensource program available at
This software does an admirable job of slowing down old software and emulating
the sound cards of the time. A must have for playing vintage games like this
For Eternam it works with the default config file. Assuming the game is
installed to its default location, use these commands to start the game:
mount c c:\
If you selected buzzer as the sound card where you installed go into the
configuration menu item to change it to the Adlib which is supported by
Otherwise select Introduction and Game or Game to begin playing.
Use the arrow keys to move. On the world map you be in a first person view so
up will move you forward, left and right turn, and down moves backward. Inside
you'll move in the direction of the arrow being pressed.
Enter: Turn 180 degress (on world map)
If ALERT is flashing on the command you can shoot enemies by pressing the
4.3 Command Bar
Press Tab to access the command bar and use the left and right arrows to
select from the six commands: Take, Use, Look, Speak, Character, and Disk.
Each of these commands also has a keyboard equivalent.
Take (Pinching Fingers)
Picks up an item if it can be carried.
Use (Grasping Hand)
Attempt to use the item currently selected in the Character Screen.
Examine an item in detail.
Talk to nearby person, or make a sound in situations calling for it.
Character (Don's head)
Call up a screen that lists your current inventory, gold, time played, and
completion percentage. You can use the arrows to scroll through the inventory
and select an item that can be used with the use command.
Allows access to the save and load functions. There's also a volume control,
and a window size function to reduce the size of the playing window to speed
the game up if you happen to be playing on a vintage machine.
Use the arrow key to highlight the options and enter to select the highlight
option. S will select save, and L will select load.
4.4 Hit Points
There's a hit point display to the right of the command bar. Don initial has
99 hit point, but this number can be reduced if he takes damage. He will heal
over time if he does take damage.
Use the arrow to switch between the offered choices and enter to choose the
currently highlighted option.
4.5 Other Commands
P: Pause Game
ESC: Get prompt to exit to DOS
When traveling on the world map keep an eye out for the flashing ALERT sign
that indicates that an enemy is near. Shoot it using the space bar.
Don't walk into water unless you've been told its safe to do so. Don can't
swim and will drown.
Keep to the roads so you don't get lost.
Not everything moving on the world map is an enemy. You can talk to some of
them. Be warned that the game will let you shoot them.
Directional naming convention use in walkthrough
If there's a southern exit to the room there will be a white line representing
the exit just above the command bar.
5.1.1 Road to the Duke's Castle
Make sure you start a new game from the main menu [1%], don't load an "Init
the game save or you'll miss out on 1 percent of the complete objectives.
You begin the game on the island of Cauda standing in a circle of multicolored
triangles. The red triangle point to a road.
If you talk to the man in blue he'll tell you to stick to the road as the
risks are great.
Follow the road until you get to a building to the left. Walk up to the
building to enter it.
There are some stairs on the east side of the entrance room. Climb them to
the next floor. [1%.]
You can speak to the man here and follow one of six conversation threads,
possilbly learning the man's name, Olaf, his past and present careers
(carpenter and hunter) or some information about Duke Ethered who lives to the
east. It does matter what you choose as none of the threads yeilds a reward.
If you go downstairs and return he'll give you a brush off.
Leave the house and continue down the road. You may encounter a gaurd who'll
warn you about the ordeals in the dukes castle if you talk to him. You'll pass
by a black tower that will repel you if you attempt to enter it and eventually
arrive at Duke Ethelred's castle. Approach it to enter [1%].
5.1.2 Duke Ethelred's Castle
On entering the castle you'll be in a room with a dog house labeled Rex. Rex
will attack you when you try to go through the door to the north, before a
guard intervenes to punish the dog (er well paid stunthound).
The guard will ask you if you're there about the and you'll have three
conversations options to choose. You'll be ushered in to the castle
regardless of you choice, and be told the Duke is in the council chamber at
the end of the second hall. You'll immediately talk to a skeleton. Depending
on which of the twelve conversation thread you choose you may learn the
skeletons name (James Bones), so information about the first ordeal (a gaze to
be avoided) or a warning about the castle doctor's equipment. There's no
reward for any of the threads so it doesn't matter what you pick.
The first hall stretches out before you to the north with exit to the west and
east, if you try to go back to the south the guard will tell you to go see the
Duke and will send you back in.
Head west first [1%]. There's a sweetmeat on the shelf by the door to right,
take one to add [A sweetmeat (candy, probably)] to your inventory. The are
doors to the north and south of this room.
Go through the northern door where a guard will mention that he's lost his
keys and will ask you to leave, and help you on your way if you don't comply.
Go down through the southern door where you'll see a gaurd on some furniture
by a statue. Talk to him and he'll mention that there's a camera someplace in
Go north and east to return to the main hall. Head through the east door this
time. Get the match from the sack on the east side of this room to add [A
match] to your inventory. Doors lead north and south from this room.
Head through the southern door, you can talk to a guard here. The five
conversation options include the Dukes where abouts, and onion soup being on
the supper mention. You can leave and reenter the room to get the other
conversation items here.
Go north to the previous room and head through the northern door of the
previous room takes you to room with a large table. Someone who let the
ordeals get to him will be seen falling by the window as you walk by it. Head
west to the main hall, a little further north than the entrance.
Head north from here, where a guard will inform you that the secretary will
want a sweetmeat, and warn you about a train. You get shocked if you approach
the outlet by the door to the north, but it won't do any lasting daming. Head
through the door to the north where you encounter the train that will push you
back to the entrance.
Head north again. The guard will mention there's time before the buffalo come
through. Head north through the door to the second hall.
Listen to the statues gossip. Head through the door to the west. You notice a
pair of red boots hanging over a roaring fire in a fireplace. Apparently
their owner, who's still wearing them was caught in the guards quarters
lacking a satisfactory explanation for his presents. Make sure you don't
approach the boots again unless you want to see the dialog again.
Continue to the west. Some guards will walk by and you'll automatically hide
in an alcove.
Go west again. There a cleaning servent here vacuuming the hall. You can
leave and reenter the room to see all three of the conversation options, none
of which are useful.
Head north into the guards' barracks [1%]. There's a pair of infrared glasses
on the shelf in the northeast corner. Take them to add [Infrared glasses] to
Go south, and east three times to return to the second hallway entrance and
listen to more statue gossip.
Go north. On there west side of the hall is a shelf with some great stuff
that gets carted off before you can help yourself to it.
Go north again. Theres a secretary and a guard here. Talk to the secretary
to announce you, he'll take you're sweetmeat. The guard want a sweetmeat to
so you'll need to go south five times and west once and get another from the
shelf. Go east and then north five times and approach the guard and give him
his sweetmeat. He'll step aside allowing you to go thrown the west side of the
curtain behind him to the north. (ALTERNATE SOLUTION: Do bother talking to the
secretary and approach the guard first. He'll take the sweetmeat automatically
and step asside making the trip back for a second sweatmeat unnessary.)
Duke Ethelred will talk to you when you enter the Council Chambers [3%]. Both
conversation option lead to you being assigned the take of finding the ordeal
chambers within the castle walls.
There nothing of interest (yet) in the room to the north of the council
chambers, leaving you with a choice of going east or west.
Head west first [1%]. There a stuttering scribe here making a map of Eternam.
You can leave and enter to read all of his conversation options, unfortunately
his directions to the ordeal chamber can't be understood. A map of Eternam
appears on the northern wall of this room when you approach it.
Go through the door to the south. There's a medieval camera sitting on the
grey object in the center of the room. Take it to add [Medieval camera] to
Go north and east to return to the council chambers. Head east to the
infirmary. The doctor warns you not to disturb him. If you walk behind the
xray machine on the east side you'll get turned into a skeleton, but the
doctor will fix you back to perfect health. If you get "killed" during one of
the upcoming ordeals you find yourself back here.
Head through the door to the south [1%]. The entrance to the ordeal chamber
is by the stair on the east side, but climb the stairs first.
The second floorboard from the bottom in this room is a conveyor going to the
west and the second floorboard from the top is another heading east. Get on
the one heading west and ride it to next room.
If you approach the guard here he'll ask you to clean your boots but he'll
allow you to see the Duke before telling you to get lost. (If you return as
getting "killed" in an ordeal he'll allow you to enter the Duke's Chamber to
the west where the Duke will tell you a major clue to surviving the ordeal.
You return to the entrance to the ordeal chambers after receiving the clue.)
There's nothing of interest in the room to the north, so head down the hall to
The room to the east has a bunch of weird stuff but nothing of use, so
continue south to the end of the hall.
You can go either east or west here. Go east first [1%] to a room with a boat
in it. If you approach the laughing jester, you can leave and enter
repeatedly to read all of his threads, learning the jester's name (Gustavus),
the name of the duke's son (Cuthbert), that the duke's son built the boat in
this room, and that the duke's son has vanished.
Head west twice. Take the onion skins from the table where some insect were
flying to add [Onion skins] to your inventory.
Go east, north twice, and east along the conveying floorboard to return to the
top of the stairs. Go south down the stair.
Head east to fall into the ordeal chamber. A skull there will say "Hey
Talk to him and he'll ask you a random question that will give you vague hint
about an upcoming ordeal, be warned there are some red herrings thrown in
Head east into the first ordeal room. You'll notice a pair of blinking eyes
on the north wall. If you walk between them you'll get zapped and find
yourself in the infirmary, so use the onion skins to make them cry. Let the
tears from both eyes fall on you so you get "Double soaked".
Quickly head east into the next room [1%]. There are two rows of flames to
get by in this room. If you take too long getting across this room or didn't
get double soaking in the previous room the flame will burn you sending you
back to the infirmary, so don't stop until you reach the east side of the
The next room has a board suspended above it. If you try to cross the room
you fall into a pit earning a trip to the infirmary. You need to speak to
create an echo to knock the board down, but move to the south side of the room
to avoid getting crushed when the board lands. Walk across the board to the
The next room as two potential exits, one to the north which is label as the
exit be three signs, and a close door to the east. The door to the north is
the correct exit, as the eastern door is trapped although its almost worth
seeing the scene with the stunt double when you spring the trap before being
sent to the infirmary.
Head north to a room with a caged monster. If you talk to the monster an
choose an option other than "See you round" the cage will rise and the monster
will beat you to a pulp, sending you the infirmary. You can ignore the
monster and head west.
If you tried to cross this room you get cut in half by a blade sending you to
the infirmary. Use the infared glasses to see the safe path through here and
follow it through the door to the west [1%].
The next room has two levers on the north wall. You want to move the one of
the left up and leave the one on the right down to defuse a trap two rooms
Continue to the west. These's a lot of wooden debris in the next room. If
you try stepping too far into the room some of it will fall on you sending you
to the infirmary. Use the match to take care of the debris.
Go west through the ashed to the final ordeal room. Step on the large tile on
the north side to trigger a lift. If the levers two rooms earlier are set
incorrectly you'll get crushed against the ceiling earning a trip to the
infirmary. Otherwise, you find yourself in the room to the north of the
Go the shelves on the west side of the room to get a set of keys, which adds
[A set of keys] to your inventory.
Head south, where the duke will congratuate you and take you to see his scribe
in the map room. The duke will take about supplies to Cauda being cut off,
Paw Island being to the south, mention a rumor about you needing to find "The
floating stars of the Earth's sister", and ask you to go to Dorsalis after
talking to the captain of the guard (first to your right after you enter the
castle). He'll also add [A very small tiny miniscule knife] to you inventory.
Go east, then south six times, and then head west (the duke must have meant
his other right.. er.. left). Head north and return the keys to the guard
who'll tell you about a secret passage in the Duke's son's apartment.
Before heading to the duke's son's room, head south twice and use the medieval
camera by the guard and statue to take a picture. I don't know if this does
Go north, then east, then north five times. The guard will want another
sweetmeat so backtrack and get one, and return here. Give the guard the
sweatmeat and go north, then east, then south. Go up the stairs, and head
Go south twice and then west to the Duke's Son's room. The secret passage in
on the north wall by the bed. Walk up to the bed and walk to the right to
enter the passage and press the up arrow to enter the room to the north.
There's a ransom note on the table on the east side if you care to read it.
Head north into the dukes room. He'll give you 30 GP. Go south and north twice
more to get a total of 90 GP. NOTE: You can return to the duke if you have 69
or few GP and he'll give you another 30.
Leave the dukes room to the east and let the startled guard scold you, before
heading east and then south down the stairs.
Go north, the west, then south seven times when the entrance guard will
congratulate you. You're inventory will be reduced to the Medieval Camera,
and the small knife.
5.1.3 Road to Dorsalis
Go south to the world map. Turn around 180 degree and head down the road
before you. You'll encounter a guard, you won't tell you much of interest
other than to mention asking a drunk about Victor.
Continue down the road until you reach a pair of flags. There may be a priest
on the left fork here, talk to him if you see him. He'll tell you to go the
the Temple of TwinRoses on the yellow paths at the crossing marked with three
flags, and tell you to tell the head priest that Francesus sent you. (If you
don't see him wait until after you visited the inn)
Head down the right fork at the two flags to an inn and enter it [1%].
You can talk to the inn keep on the main level but none of the 3 conversation
options yeilds any reward.
Go up the stairs on the east side. There are a brother and sister on the
second floor. All any of the three conversation option will get you here is
information of the reign of terror in Dorsalis or that you can walk there
through some shallow water.
Go up the stairs on the west side of the room to the third floor [1%]. You'll
find a drunk here. There are three possible conversating paths, two of which
he'll lament that his friend Victor drown by straying off the safe path
between Cauda and Dorsalis.
Go back down stairs and leave the inn as you'll only get brushed off by
talking to any of the occupants a second time (the inn keeper will throw you
out if you that to her again).
Head back to the flags and take the other fork. Make sure to talk to the
priest if you didn't see him earlier.
Continue down the road. You should encounter another guard who urges you to
hurry on the Duke's mission and warns you to be careful on the other islands.
Turn left at the crossroad with the three flags to get to the Temple. Enter
the temple [1%]
Talk to the woman in the first room. Ask her "Is there something I can do for
you?" She'll ask you to take a letter to her daughter Marianne in Dorsalis.
[A letter] will be added to you're inventory. (If you choose the other
options you can leave and return to choose the correct one.
Head east into the next room. There are three possible conversation with the
man here. You may learn that he's the Grand Inquistitor, Tepes, a mission to
stamp out progress and other evils. None of the options gives a reward.
Go east into the third room. Approach the head priest and you'll talk to him.
Provided you talked the priest on the world map on the second conversation
option you can tell him "Francescus told me to come to you." to get him to
direct you to the ford to Dorsalis, with is to return to the crossroads and
take the left fork.
Leave the temple and follow the priests instructions following the left fork a
fair distance until you reach some water.
Go straight across the water into Dorsalis.
5.1.1 Dorsalis countryside
Follow the road into Dorsalis. Talk to the first man you meet, he'll mention
that there are two Barons in Dorsalis [1%]. Follow the road until you reach a
house and enter it [1%].
Head east into the next room. Talk to the man here. Regardless of which of the
three options you choose to begin with, you'll get some form of warning about
the theives on this island, possibly learning he's a bookkeeper, and get the
same two options for the second converstation choice. If you choose "Thanks
for the advice. It's not every day meet someone so considerate..." He'll give
you directions to his mother, Ducros (take the first right, then first left).
Go back to the east and leave his house.
Continue down the road and turn left at the next junction. Enter the house at
the end of the road [1%]. You can speak to the man here and possibly learn
about the revolt on this island or that Halley discovered his comet in 1682.
Go south into the next room. Speak to the people here and listen to their
revolutionary banter. The woman is named Marianne. The conversation options
to choose are "You're called Marianne?" and then "I'm supposed to deliver a
letter to someone with your name" (If you don't have the letter you'll need to
backtrack to the temple in Cauda to get it.) [A revolutionary rosette badge]
will be added to your inventory. If you choose the wrong options go north and
south and try again. Go north twice to leave the house.
Head back to the junction and head left. You may see a man in light blue at
the next intersection. Talk to him [1%], he'll tell you that you can win some
gold by fighting the big guy in town, while liberating you of the money you
received from the duke.
Ture right here and head past the French flag to another intersection. Speak
to Norbert at the intersection [1%], and he'll ask you for the password. It
doesn't matter what you pick, he'll either accept the "new" password when you
tell it to him or give the correct one away. He'll relieve you of any gold
that may be in your possession.
Turn left here and head to Ducros' house and enter it [1%]. Head north into
the next room. She'll talk to you (unless you don't have the rosseta in which
case she kills you). You can either learn about the people on the island or
the dragoons. Either way she'll tell you to order something strong in the bar
in town. DON'T STEP ON HER CAT, she'll kill you. Go south twice to leave her
Head back down the road to the junction and turn right there. Turn right at
the next junction. Take the right path at the next junction until you meet a
man. Talk to him [1%], he tell you to see Charlotte and help himself to any
gold you may have.
Turn around and return to the previous junction and turn right their. Follow
the path to Charlotte's house and enter it [1%].
DON'T APPROACH THE DOG AND PUPPIES as Rex will appear and beat you to a pulp
with no guard to intervene this time. Instead give the a wide berth by go
right from the entrance past the table and the up to go through the door to
the east [1%].
You're in Charlotte's studio/bedchamber. Charlotte is the scantilly clad
woman painting, talk to her. If you say "You're quite an artist" she'll give
you 10 GP. You'll need this since the bandits on the road took the money you
got from the Duke. If you chose one of the other options, leave and reenter
the room and speak to her again and she'll give you 10 GP if you're completely
broke, you can also return anytime you're at 0 GP to receive 10 GP from her.
Go west, avoid the dog and puppies and go south to leave her house.
Follow the road from her house back to the junction at turn right. Ture left
and the next insection and then right and the intersection past the French
flag. You'll pass another black tower that will repel you if you try to enter
it, just like the one in Cauda. Enter the town at the end of the road just a
little further than the tower [1%]. Tracy will inform you the the towns name
There's a man fishing here. There are five conversation options, way may give
you some information about the Barons, or the way off the island. If you talk
to him move immediately after you're finished on the "big one" that he hooks
will hit you in the head killing you. You can leave and return to see all of
the conversation options.
Head west into town. You emerge from the north into an area with a compass
sales man. He'll want $1000 for one. Say its a deal to add [A compass] to
your inventory in exchange for 1 GP. Whenever you're on the world map you can
know select the compass in your inventory to display a compass on in the lower
right so you can tell what direction you're going.
The are two paths to the south and a path leading west (at the bottom of the
screen) here. Head the southern path on the left first [1%].
You be in an area with a boxing ring. An MC will be trying to convince the
audiences to take on the Champ for $1000 and will single you out. Approach
them and speak to volunteer. Select the knife you received from the Duke in
your inventory and use it to make your opponents shorts fall off for a cheap
victory. (You die otherwise.) You receive 1 GP for winning.
Head south from here into an alley. On the left side of the alley you'll find
[Rackets], [Useless thermometer] and [A key] that you can take to add to you
inventory. [Canis Crotus] on the right side of the alley can be taken as
Head south again. You'll be at the docks outside the bar. Talk to the man by
the dock, you'll need to be start directly north of him to do so. He'll tell
you that you'll need to get an authorization from the each of the two barons
to use the ferry.
While you're here enter the bar to the east, you need to walk east to the
south side of the entry stair and go north to get in. There are only two
people you can interact with here, the bartender at the west end of the bar,
and the man standing at the other end of the bar, the other people here are
just background. The man at the east end will give you the brush off if you
talk to him first so speak to the bartender. Follow Ducros' suggestion and
choose "I need something strong." Choose "Maybe" as the second option. The
bartender will tell you to speak to the man at the other end of the bar if you
want to get hook up with some illegal items. To get to the other man you'll
need to walk around the front of the first table. Talk to the other man and
choose "That's right." to get directed to the back room.
Walk up to the barrel on the east side of the room it will move to the side
revealing a secret passage. Go east through the secret passage [1%].
(If you choose the wrong option with either the bartender or the other man, or
just leave the bar before going through the secret, Tracy will tell you that
you missed something on leaving. Go back inside and try again.)
There's man behind the desk you can talk to. None of the four conversions
paths will currently available will get you anything, although if you want to
see them all you can leave the room an come back.
Go west twice to leave the bar. Go north twich to the town square where the
boxing ring is. Go east to the outside of the Manor of one of the Barons.
SAVE THE GAME here. (If you don't have any money, leave town and go visit
Charlotte or the Duke to get some more.)
Walk on the grass outside the manor to get arrested. You'll be marched off to
the courthouse to the west, for a speedy trial and death sentence, to be
carried out at dawn. You'll be taken to a cell near wear a guillotine is
being constructed [1%]. (If you use the key, useless thermometer, or Canis
Crotus here you'll get a humorous comment but nothing that will help you keep
your head.) When you hear talking outside the cell window, go to the window
and speak. When talking to the children outside say "I thought I heard a
voice...", "Nice little girl... Wouldn't you like a present", and "... What
would you say to $1000?" to be told how to escape. (If you choose any of the
other options or wait too long to start talking you'll be force to keep your
date with Madame Guillotine.) You'll find yourself outside the courthouse
with 1 fewer GP.
Head east twice to return to the outside of Baron BasseVille's manor. You can
now walk on the grass with impunity so you'll now be able to enter the manor
Go east. There's a parrot here, speak to it. It will say it knows what
needs to be done but will want seeds first. Go north from here to see on of
the stage crew walk across the front of the screen.
There's nothing else of interest here, so go south and west to return to the
Manor entrance. Head north through the doors. Head north through this hall
to the Barons de BasseVilles throne room.
Talk to the Baron. Say "I'd like your permission to take the ferry." to add
[A ferry authorization] to your inventory. If you leave and reenter the room
there are three other conversation options you can choose.
Go east into the kitchen and you automatically speak to the chef [1%]. It
doesn't matter which conversation option you pick, if you want to see both
leave the room at return. There are some seeds on the east side of the room.
Take them to add [Seed for talking parrots] to you inventory.
Head west, south twice and east to return to the parrot. Speak to it and it
will take the seed and tell you to go the Baron HauteVille who it says will
make you a proposition for the other ferry authorization. (If you did this
before getting the authorization from the Baron BasseVille the parrot would
tell you to speak to him to get his authorization. If you have both
authorizations the parrot will say its not hungry.) Go west and south to leave
Walk west until you're off the grass and go north. Head west along the bottom
of the screen by the compass salesman to get to the outside of the Baron
HauteVille's manor. Walk until you're lined up to the south of the north and
head north through it to enter the manor [1%].
You've in the southwest corner of the mansion. Head east once and north twice
to get to the chambers of the Baroness [1%]. If you walk close to her you can
choose one of three conversation options before she'll sends you to the room
to the west. (You can go back in to see the the other options).
In this room you'll find a man playing a piano will a girl Dances. There are
five conversation options with the man none of which yield any reward. You can
see them all by leaving and reentering the room.
Entering the northwest room causes the Baron Hauteville to appear in the hall
outside the Baroness HauteVille's Chambers. Head east and south to get to
where he is.
Speak to the Baron. He wants you to gather proof that his wife is seeing
Head north into the Chambers of the Baroness. Hide behind the green privacy
screen on the west side of the room before she notice you. Select the
medieval camera in your inventory and keep using it until she sits down in
front of her vanity. She call Mikhal Nuke using the vanity mirror as a
viewscreen. If you were using the camera you'll take a picture for the Baron.
(Otherwise you'll have to try again.) You'll leave the room to the west.
The dancing girl will be gone. The man at the piano will tell you she was
kidnapped if you talk to him. Go east and south to get back to the Baron.
Talk to him to give him his proof. He'll also take you're medieval camera in
exchange for adding a second [A ferry authorization] to your inventory.
Head south, west, and south to leave the Manor. Go east, then south via the
left path. Go south twice to get back to the ferry.
Talk to the man beside the dock to take the ferry to Stomaca.
5.3 Stomaca 0.1
Tracy will comment on Stomaca after your ride the ferry. A small robot will
greet you. He'll talk you to an examination room to another robot who will
give you an intelligence test [3%]. Answer the twenty questions that will
test your knowledge about the game and some general trivia [2%]. Some of the
question refer to parts of the game that you haven't reached yet.
The correct answers are:
2. The Czech word for "Chore"
6. Ernest Rutherford
7. The temple woman's daughter
9. Bear Hunter
10. A boat from the pumping station
11. TV remotes
12. Albert Einstein
17. inaccurately dating an event
18. give way to the right
19. the first moon-landing
20. between 14 and 20.
If you got at least 14 correct you'll be allow to proceed to the command
complex. (There's no addition reward for getting all of the questions correct
other that some sil You'll be escorted from the examination center and taken
to a vehicle that will take to the Commander's city through the world map
along the road [3%]. Tracy will tell you the disturbance in Eternam are
coming from the Island of Capit.
(If you don't get enough questions right, you'll be taken back to MiddleVille.
You have two options. One is to take the ferry and try the exam again. The
other if you have at least 10 GP (visit the Duke or Charlotte if necessary)
has you enter the bar, go east, talk to the man behind the desk. Say "I'm
looking for something rather special..." and then "I need a way to avoid the
university tests." He state a price of $100,000. 10 GP will be deducted from
your total. Go west twice to leave the bar and take to the man by the ferry
again. The robot will that you straight to the vehicle to the Commander's city
bypassing a second go at the exam. The same completion percentage is awarded
for this route as you would have received passing the exam.)
5.3.2 Commander's City (aka Future City)
NOTE: The you're not able to talk to any of the workers in green or the
robots in the Commander's City, just consider them part of the background.
The only way to go from the entrance at the momember is west [1%]. There's a
terminal in the center of the room here bearing Tracy's image. Approach the
terminal and listen it welcome you to the city and mention the that your card
in invalid. You'll see card XB25 in the terminal. Take it to add [Card XB25]
to your inventory.
Head west into the elevator. You're currently on Floor 0. Use the up and
down arrows to select at floor and enter to press the button. The only floor
that XB25 allows access to in Floor -1, so select that.
You'll be in the basement, Don will complain about the heat (as well as the
next two times he passes through this room). There nothing of interest to the
east so head north [1%]. Approach the man sitting on the west side of the
room. He'll mention that he's the City Energy Controller and will add [Card
Y8-Z23] to you inventory so you can get a cold drink. Theres nothing of
interest to the east here, so go south and then west to get back on the
Y8-Z23 gives you access to Floor 1, so select that. There a green drink
dispenser to the back of the room that you emerge to where you can get a
drink. There's also a woman sitting at the desk. Approach her to start a
conversation. There are five conversation threads you can see if you leave
and reenter the room, you'll learn that the command center is on Floor 4 and
the Commanders quarters are on Floor 2, and you can use the teleporter to
Head east to the next room [1%]. Head north from here. There are four blue
drawers on the north wall here, approach them to open them. The one on the
left has a card in it. Take it to add [Card DF25-T8J] to your inventory.
There's currently nothing of interest in what appears to by a washroom to the
west, so go south and west twice to return to the elevator.
DF25-T8J allows access to floor 3, so select that. Head east from the floor 3
There's another woman at a desk here. She can tell you that the city engineers
are working on a computer glitch among the three conversation options that you
can enter and leave to see them all.
The city "engineers" are having a meeting here. The conversation is a bunch
of nonsense, so head west, where you'll step into "The Halflight Zone" [1%].
There are two red areas near to bottom of the screen that you can enter by
going up. The one on the right leads to Yael, a female graphic artist that
worked on this game who's been sucked into the futurn by a time warp. The one
on the left lead to Loran, one of this games designer who was also suck
through the time warp. Both Yael and Loran will ask for your help to return
them to their own time. Loren will mention that Soako can help. Press the
down arrow to leave these areas.
Go up the stair on the west side to find a card at the top of the stairs.
Take it to add [Card C13-2] to your inventory.
Go east, south, and west twice to return to the elevator. C13-2 gives you
access to Floor 4, so select that.
There's yet another woman at a desk here. Approach her to start a
conversation, among the 7 conversation threads you can learn what's on the
floor from -1 to 4, and where the Commander and Control Room chief can be
Head north from here [1%]. Take a couple of steps north to activate a view
5.3.3 Pumping Station Fire
You can use the left and right arrows to turn to the view scope. Turn to the
right you'll see smoke rising from a pumping station. Press and hold the down
arrow to exit the viewscope. The control room chief and Mr. Spot will come
out to investigate and a count down time will be set to 999. If it reaches 0
the entire planet will be annihilated. Fortunately it moves fairly slowly.
Head west to where the control room chief is, approach him to start a
conversation. There are three conversations options. "I want to see the
Commander" will get [Card 8-FH-4] added to your inventory, however the chief
will give it to you anyways during this emergency. "How do I get out of the
city?" will get the chief to tell you to get a teleporter card from his
secretary. During the emergency he'l tell you to report to the City
Commander. You can leave and reenter to see all of the options.
There are two workstations at the bottom of the screen. Go can go north into
these when you're below them. The one on the west side is manned by Mitch
Gorbachekov. He doesn't have much to say at the moment. Hold the down arrow
to exit the station.
The station on the east side is manned by Soako. One of the three
conversation items has him recommend you see the well being dug nearby. You
and leave and return to see the other options. Hold the down arrow to leave
Go east twice to Mr. Spots area. Approach him to start a conversation. One of
his three conversation options will inform you that the teleporter room was
moved from Floor 5 to an undisclosed location. He'll also mention some
technobabble about the current emergency. You can leave an reenter to see the
The station on the east side of this room is manned by Ooh-la-la. One of her
current three conversation items mention the nuclear reactor in the basement
being cooled by the water from the pumping station (the one the smoke is
rising from.) You can leave and reenter her station to see the other options.
Use the down arrow to leave her station.
Head west then south. If the chief told you to get a card from his secretary
you can approach her to get [Card UV-4] added to your inventory.
Go west onto the elevator. 8-FH-4 allows access to the second floor, so you
can select that. There's nothing to the room to the east so go through the
door to the north [1%]. Approach the man in the white suit. He'll tell you
take the teleporter to the pumping station as its quicker and give you a card
to the fifth floor, [Card UV-4] is added to your inventory if you didn't get
it from the chief's secretary. (If you didn't get this card before dealing
with the emergency, either the secretary or the Commander can give it to you
later. You can't talk to the woman here.
Head south then west to return to the elevator. UV-4 allows access to Floor 5,
so go there [1%]. There a spherical device that look like it could by a
teleporter, but if you walk into it you'll find out its just at toilet.
Go west onto the elevator. Since the toilet is in water appears to be the
teleporter it's logical that the teleport would be in the wash room. Press 1,
and head east, north, and west to get there. Step into the cylindrical
chamber by the door on the east side. You'll find yourself in the deserts of
Paw outside a black tower similar to the ones you saw in Cauda and Dorsalis.
You're obviously no where near the pumping station so enter the Black Towers
that you can now use thank to UV-4. There are two more transporter station
here in the hall to the north on the west side of the room. The closest one
leads to the Black tower in Cauda outside the duke's castle, the other to the
Black Tower in Dorsalis, outside MiddleVille. So much for the teleporter
being quicker. Go east, south, and west twice to get back on the elevator.
Press 0 to get to the room with the Tracy terminal which is offering
horoscopes. Speak to it to get your fortune if you want. Head east to where
you entered the city. An exit sign will flash on as you enter the room
allowing you to leave the city to east.
Outside turn around and head for the road. Turn left at the intersection and
follow the road to the pumping station. Aim for the black door as you
approach it to enter the pumping station [1%]. (If you miss you could end up
in the water, quickly press the down arrow it this happens to attempt to avoid
Inside the pumping station, walk up to the panel at the corner and Don will
hit it putting an end to the current crises. If you walk past the corner, a
Dragoon will pop up and inform you that no boats run to their island anymore.
NOTE: You could have gone straight to the pumping station after seeing the
smoke, and done the other tasks later to get the completion percentages. You
could also have done them ahead of time.
5.4.4 Stomaca Countryside
Go north to leave the pumping station. Turn around and follow the road to the
crossroads. The path to the left would take you to the University when you
would get kicked out, and the path to the right leads back to the Commander's
city, so head straight through the intersection.
Follow the road to the next intersection. Turn right until you encounter
someone walking on the road. Speak to him 1%. He'll mention that the robots
outside are coming from Techno-Base (you may have noticed a scorched hole in
the command center viewscope) furthur down the road. You'll find nothing all
all on either fork on the road past him, so turn around and return to the
Turn right to enter a building [1%]. Walk down the walkwalk to the west turn
north and head east into the black well. You'll fall and Tracy will tell you
you've gone through a time warp to the 20th century. You'll witness the
Apollo XI moon-landing, and find yourself on the moon [4%].
The crater beside you, that has a star field in it is the warp back to you own
time. Before you enter it head west.
As you cross the next screen you'll be greeted by an astronaut. He'll ask you
to find a star chart which you'll agree to locate if he'll help the two game
developer back to earth, albeit 2 decades early.
Go west to see the landing module. Head back to the east and you'll see a US
flag planted here. Take it to add [A flag] to your inventory. Go east again
and enter the timewarp crater. Go east to leave the building.
Turn around and follow the road through the intersection and turn left at the
second intersection to enter the Commander's city.
Go west twice to get to the elevator. Take the elevator to 2, and go north to
see the commander who'll thank you and tell you to keep the card. Return to
the elevator by going south then west and take it to 4.
Go north and the chief and Mr. Spot will come out to thank you. Go east and
into Ooh-la-la's station you'll find she has three new dialog options, this is
triggered by averting the disaster at the pumping station.
Go west twice and into Soako's station. He to has three new options, this is
trigger by the encounter with the astronaut. The options include an inquiry
about a star chart, which he's noticed in the illicit good shop in
MiddleVille. Mitch Gorbachekov has nothing new yet. Go east, south, and west
to return to the elevator.
Take the elevator to floor 1. Go east, north and west to get to the wash..
transporter room. If you have less than 11 GP (or even less than 69) you
should enter the nearest transporter console in the hallway on the west side
of the room to go the Cauda. Go around the black tower, and down the road into
the duke's castle. Go north seven times, east once, and south once to get to
the stairs. Go up the stairs, go west, south twice, and then west.
Go through the secret passage on the north wall and go north to get 30 GP from
the duke. Go south and north to get more money until you have 70 or more. You
should be good for money for the rest of the game now. Head east twice and
south down the stairs. Head north, west, and south 7 times to leave the
castle. Go around the castle an then down the road to the black tower.
You be back in the transporter room. This time take the further transporter
in the western hall to Dorsalis. Turn to the right and head into MiddleVille.
Go west, south via the left route, south twice, and east into the bar. Go
east and speak to the man behind the desk. Say "I'm looking for something
rather special..." and then "I'm looking for a star map." The man will sell
you the map for $100,000 (10 GP) and tell you that you can find it on the
wall. Wall up the scroll on the wall and take it to add [A stap map] to your
Go east twice to leave the bar. Go north three times and east once to leave
Turn around and enter the black tower to return to the transporter room. Go
east, south, and west twice to get to the elevator. Press 0 to go to the
ground floor. Go east twice to leave the city.
Turn around and go down the road. Turn right at the first intersection and go
straight through the next one to enter the building with the time warp again.
Enter the time warp to return to the moon. Go west and walk to the west until
the astronaut appears again. He'll take the star map and tell you to get the
game developers while he initialized the launch procedures.
Go east and go through the timewarp. Go east to leave the building. Turn
around and follow the road through the first intersection and turn left at the
second intersection to enter the Commander's city.
Go west twice to reach the elevator. Press 3 to go to the third floor. Go
east, north, and west. Enter either one of the red areas to send the game
developers home [1%].
Go east, south, and west twice to return to the elevator. Press 1 and go
east, north, and west to get back to the transporter room. Take the
transporter by the door to get to the next island.
Note: Nothing on this island indicates that its Paw Island, but its the only
on of the six island names not otherwise account for and there are only six
islands displayed on the map in Duke Ethelred's castle.
5.4.1 Paw Desert
You emerge from the transporter in the Paw Desert. Turn around and go
straight until you get to the road. Turn left down the road. Go straight at
the crossroad and take to the soldier, who'll tell you Mikhal Nuke has wipe
dout most of the Egyptian population [1%]. There's a sign with a some
hieroglyphs at the end of the road.
Turn around and turn left at the junction. You'll encount three people you
can talk to on this long road.
The first is the pharoah's girlfriend. Speak to her [1%]. One of the four
threads informs you that there's a door in the pyramid that open if you drink
from a sacred glass. Another tell you that you'll need a few talismans and a
means of transportation to get to the next island.
The next person along the road is a soldier Speak to him [1%]. He'll tell you
that he got his scar from some the Dragoons for stealing their gold. He'll
ask you for some money. Say "Sure. that's the least I can do for a veteran."
to give him 1 GP and receive a warning about the dragoons.
The last "person" is a skeleton. Speak to it [1%] and you find out its the
brother of the one in the Duke's Castle.
Turn around and return to the junction. Turn left and follow the road to the
pyramid. Enter the pyramid, Tracy will tell you the place gives her the
creeps and warn you not to miss any clues [1%]
5.4.2 The Pyramid
You'll be at the entranceway to the pyramid, go north through the door. After
your scan of the room is complete go to the north wall on the west side to see
a clue: A triagle with yellow at the top point, orange on the left point, and
blue on the right point.
Go east. Go to the north east corner of the room and the Rosy Stone will fall
off the wall. Take it to add [Rosy Stone] to you inventory.
You'll want to get the stone translated to go west and south twice to leave
the pyramid. Turn around and go down the road to the black tower and enter it
to return to the transporter room. Go east, south and west twice to get to
the elevator. Press 4 and go north and east to Mr. Spots area. Speak to Mr.
Spot has he'll translated the stone for you, it turns out to be a key
corresponding to English letters. He'll also go into a longwinded story
concerning the final resting place of a staff of miniaturization in a pyramid.
Press the down arown to exit the station when Spot did the translation.
NOTE: The sign you saw in Paw earlier translates as "Kheops".
If you go west twice and enter Mitch Gorbachekov's station. Mitch finally has
some converstion options (three of them), one of which points you in Mr. Spots
director for translating Egyptian. Hold the down arrow to leave his station.
Go east, south, and west to return to the elevation. Press 1 and go east,
north, and west to return to the transporter room. Take the transporter near
the door to return to Paw. Turn around and get on the road. Follow it to the
right to return to the pyramid and enter it.
Go north and the west into a room with a pile of rocks on the north wall and a
bottle. SAVE THE GAME. Approach the bottle and the genies will give you the
choice of two wishes. Choose "Or do you wish me merely to open that door"
and the genie will open to the door for you. Choose "Would you like to cotrol
all my mighty powers?" and you'll get trapped in the bottle. A tourist will
come along and ask you to open the door for him. The next tourist will make
the same mistake you did, releasing you from the bottle and opening the door
SAVE THE GAME
Head north to the next room [1%]. The are hieroglyphs on 25 tiles in this
room. If you got the Rosy Stone translated by Mr. Spot, follow the path
defined by the letters of the alphabet from A to Y. If not the correct path
Right, Up, Left, Left, Down, Left, Left, Up, Right, Up, Right, Right, Right,
Right, Down, Down, Right, Up, Up, Up, Left, Left, Left, Up
If you mess up you'll get crushed by falling rocks.
Head north from the last tile into the next room.
SAVE THE GAME
Head east up the stairs [1%]. If you try to go east across the room a giant
scorpion will drop down and start to draw you towards it. One touch of its
claws is instantly fatal. I've found its possible to hit with you fireballs if
you take seven step down from where you enter the room. I can maintain a long
battle holding down the space bar to fire several shots, using the left arrow
to move to the edge of the screen after Don's toes are almost parallel with
the crack in the blocks at the bottom, turning around with the right around,
and repeating, however it can't be killed in this manner.
Jared Brown has informed me that all you need to do is speak after the
scorpion starts to pull you in. Go east and then south to an empty room [1%].
Go north and west to return to the room where you fought the scorpion.
Head back to the west, and head to the west from there [1%]. Head down the
slope here past the light streaming in and enter the next room to the west.
There a sceptre on to wall in the northeast corner of the room. Take it to add
[A sceptre] to your inventory. Select the sceptre in your inventory and use
it. Walk under the goblet in the northwest corner and you'll use it to knock
down the glass. Take it to add [A glass] to your inventory. Select the glass
in your inventory and use it as per the clue from the Pharoah's girlfriend.
This opens a door to the north, go through it.
You'll scan the room on entering it. Note the bow on the west wall. Head
through the door to the east [1%]. The room has a golden idol on the north
wall. While you can take it's head to add [A statue's head] to you're
inventory, you'll want to leave it in place (or put it back by using it) for
two reasons: It's already where you need it to be, and you'll get killed if
you try to take it through the previous room by an arrow shot from the bow.
Continue to the east. There's a bee in the center of the room. It's easy
enough to avoid by walking around it. If you deside to kill it, it will some
its mother, a much larger bee. A steady stream of fireball will finish it off
Go east into the next room. There's a lot of snakes in here. Shoot them with
a steady stream of fire balls and move when they get close. Once they're dead
stand under the hand mirror on the north wall and speak. Pick up the pieces of
the broken mirror to add two [A small bit of mirror] and one [A bigbit of
mirror] to your inventory.
Go south into an empty room. Head west into a room with some statues on the
north wall [1%]. Take the yellow and oranges statues, which will add [A
yellow statue] and [An orange statue] to your inventory. While you could take
the blue statue to add [A blue statue to your inventory, it's already where
you need it to be.
Go west into the next statue room [1%]. When you get to the middle of the
room a porticulus will fall behind you and three spiders will drop in. Dodge
them when they get close as keep a steady stream of fireball going at the when
they're at a distance. The porticulus will rise again once they're dead. The
statue you're really interested in is the blue statue, but there's no harm in
taking the other two. Take all three to add [A white statue], [A blue
statue], andd [An orange statue] to your inventory.
Head east back to the previous statue room. A force field blocks the passage
south so you'll need to keep going east to the empty room. Go east once more
to a hallway where you'll see a relief of Superman some distance to the north.
Go north and you'll see that there are two other figures on the wall besides
Superman on the left [1%]. On the far right will be a relief of Indiana
Jones, while just to the right of Superman will be another relief that will
depend on the choice you made with the Genie. If you had the genie open the
door, there will be a knight there. If you spent some time in the genies
bottle you'll find the Japanese tourist that took your (the game player not
Don) picture instead, as well as a photo of a video game player on the floor.
SAVE THE GAME. If you get to close to the X on the floor, you'll join the
other three figures on the wall.
Select the bigbit of mirror and use it. Approach the X until the mirror
appears on the X and then get out of the way. A block will come out and break
the mirror into two smaller piece. Take them while keeping a safe distance
from the X to add two more [A small bit of mirror] to your inventory.
Go south twice from here.
You'll be at the north of a hall with a door to the west at the south end. Go
through the door. There will be a mummy in the next room, you should be able
to shoot it down before it gets too close. A stone relief adorns the northern
wall. Go west twice, through another room with a stone relief on the northern
wall to a room with a brick wall to the north and stairs going door to the
Go south. You'll see a golden plaque on the wall to the west. If you go to
investigate you'll find yourself in some quicksand. Quickly go to the right
if this happens to save yourself. If you want to read the plaque, select the
rackets in your inventory and use them to walk on top of the quicksand.
The room to the east is empty except for a golden column, so head south to a
room where a cup and knife lay on some stairs [1%]. Get the knife to add [A
not really very small tiny miniscule knife] to your inventory. Select the
knife and use it, and approach the cup to put some of your blood into it, this
ritual deactivates force fields leading into the room where you need to put
Head east. Go north for here to the left of a pillar. The next room look
like the entrance to an inner sanctum. Go north into it [1%]. (If you haven't
completed the blood ritual a force field will block your path.)
Place the yellow statue to the north in the room, the blue statue to the east,
and the first orange statue in your inventory to the west.
Go north to the eastern statue room. Go east and then north. Avoid the snakes
and go west. Go west again avoiding the bee. Go west once more and then go
south and east. Stand under the light source here and use one of the small
bits of mirror. A light beam will start to reflect off the mirror bit towards
Head west an place another mirror bit where the light beam ends. This will
direct the beem through the door to the north.
Go north an place another mirror bit to reflect the mirror beam to the east.
Go east three times, past where the light beam refects of the statues head to
the room when you broke the mirror. Notice the the bee and snakes are gone.
Place the last mirror bit to reflect the beam to the south.
The light beam bounces of a wall and goes through the door to the west.
Checking through the door you'll see the beam bounce off the blue statue on go
through the door to the south. It's suicide to go through this door so go
east twice, south, and west to the room with the mummy. Go south to a room
with four bees which you can either shoot or run past. Go south again to
see Mikhal Nuke taunt you.
Go west and then north. Select the rackets in your inventory and use them
before going north. The room will fill with sand when the light form a
triangle between the statues you placed earlier. Your rackets will act as
snowshoes to keep you on top of the sand, thus avoiding suffocating beneath
it. You'll ride the sand up into the next room [1%].
Approach the sarchophagus and it will rise revealing a passage. Go through it
There's a sphinx in the next room. When you walk in front of it you will be
asked 3 questions. Get all three correct and a path will be revelled to the
north through one of the sphinx's paws. Get any wrong and you'll be shot by
beams from the sphinx's eyes and lose 10 hit points and be ask the questions
The correct answers are:
Head north throw the passage to the pharoah's crypt [1%]. Approach the coffin
and it will open revealing the staff of miniaturization. Take it to add [A
staff of miniaturization] to your inventory. Select it in your inventory and
use it while in this room to make the pyramid shrink and fly away leaving you
on the world map.
5.4.3 Getting to Sholda
Turn around and follow the road to the black to tower and enter it to teleport
back to the transporter room.
If you want you can go east, south, west twice, and take the elevator to the
4th floor. Go north and west and enter Mitch Gorbachekov's station, he as
three new conversation option now that your finished the pyramid. You can
learn that you can't teleport to the next island, Sholda, and that the Duke
may have a boat. Use the down arrow to leave his station and then go east,
south, west, take the elevator to 1. Go east, north, and west to return to
the transporter room.
(NOTE: If you go to see the commander on the second floor, he'll offer to buy
the staff of miniaturization from you. Under no circumstances should you even
consider this as you'll be unable to get to the next island.)
Take the first teleporter in the the western hall to go to Cauda. Go around
the black tower, and down the road into the duke's castle. Go north seven
times, east once, and south once to get to the stairs. Go up the stairs, go
west, south twice, and then go east to where the Duke's son constructed a
boat. Use the staff of miniaturization in front of it to add [A drakkar
(Viking ship used originally by Vikings)] to your inventory.
Go west, north twice, east, and south down the stairs. Head north, west, and
south seven times to leave the castle. Go around the castle an then down the
road to the black tower. Enter the tower to get back to the transporter room.
MAKE AN ARCHIVAL SAVE HERE. You'll be unable to return to the first four
islands after you arrival in Sholda.
Go east, south, and west twice to get to the elevator. Press 0 to go the the
ground level. Go east twice to leave the city.
Turn around and go down the road, turning left at the intersection. Enter the
pumping station at the end of the road.
Select the drakhar and use it. Walk up to the water by the panel you fixed
earlier, and you'll throw the drakhar into the water. Use the staff of
miniaturizate again to return in to full size and go to Sholda. Nuke will
taunt you as you sail.
5.5.1 Sholda Countryside
You start out on a road after sailing to Sholda. Head down the road and turn
right at the first junction. Take the right path at the next junction. And
follow it until you encount a Blue Dragoon on the road. Speak to him [1%],
and he'll tell you that you're on the island of sholda. If you want to give
him all of your gold he'll also tell you its between Stomaca and Capit.
Continue down the road going right at the next intersection. Follow the road
from here to a hut and enter it [1%].
There an old man in here. If you say "I came to confront the Dragoons." on the
first choice he'll tell you to mention the gods name to the old priest. (The
other choice gives you a bit of his personal history.) On the second choice if
you say "What exactly is this prophecy I keep hearing about?" you get a
summary of the prophecy. (The other choise gets a warning about the prince's
evil magic). For the last option if you choose "How can I beat Mikhal Nuke"
the man won't know his name but will tell you to beware of the Prince, the
Alchemist, and Kodor and to concentrate on eliminating them first. If you
leave and return then are two new options, one of them encouraging you to see
out the old priest, the other giving advice on not getting caught.
Leave the hut through the door to the west. Turn around and follow the road
and take the left path at the junction. Turn right at the next junction, and
follow it to dwelling that looks like a light brown reptile's head. Enter the
Speak to the Dragoon in here. He'll ask you if you're "He who will come" and
mention the chosen one will be able to concentrate dozens of stars in his
hands. Select the flag from your inventory and use it to prove that you're
the one when you approach him again. The will be three sets of two
conversation choice, the may gain you knowledge of the Dragoon weakness to a
certain type of mushroom. Regardless of the choice made the Dragoon will
offer to give you a speel to kill the prince in exchange for you retrieving
his remote control. There are two conversation options if you approach him
again without the remote, one of them indicates you'll need a few items from
the Harem. Leave his house to the east.
Turn around and follow the road to the junction. Turn right and take the right
path at the next junction. Go left at the following junction and left again
at the one after that to get to a building, a dome with two windows. Enter it
This is the house of Kodos, who is standing on the east side of the room. If
you approach him a conversation will start. Only 2 of the 14 conversation
threads don't result in your immediate death. The first option doesn't matter
but after that choose "You don't seem very friendly.", then "You look like a
healty young reptile to me", then "That calls for a celebration." Don't come
back here after that or he'll kill you.
Leave the house and turn around. Turn left at the junction and right at the
one after that. There should be a dragoon dressed in red around here, speak to
him [1%]. Say "Your boss wanted to see me." and he'll point the way to the
warrens. The other option has him summon the alarm.
Turn left at the the next junction and enter the warrens.
Head north. Tracy will tell you that your in the Dragoons' Warrens.
Go north twice, past some statues of female dragoons, to where there's an
outline of a door on the west wall. Go through the outline [1%].
Speak to the old priest, he'll tell you that you must destroy capit and not go
to it. Go east to return to the hall. (You'd get arrested if you go west). Go
south twice and go east [1%].
The are four video game "heroes" in here. They'll start jiggling after a bit
and will hurt you if you get to close to them. You can either shoot this or
quickly wall around the front of the table and through the door to the east.
This is a another videogame like area. You can jump with the spacebar but its
not necessary, the rolling barrels are harmless. Go right, jump and get the
fruit, turn left up the yellow, jump and get the fruit, and turn left up the
blue stairs. Go through the door to the north [1%]. (If you jump and get the
balloon, you'll drift back to the previous room.)
This is the alchemists laboratory. Take the bone on the table on left to [A
bone (remotus-controllus cubitus) to your inventory, this is the remote
control you where asked to find.
If you talk to the Alchemist, choose "I'll find a way of getting him here." to
avoid becoming sharkbait. (If you haven't talked to the high priest yet, the
alchemist will ask you to bring the high priest to him.)
Exit the room to the south. Jump and grab the balloon. Go around the front
of the table and out the west door to avoid the jiggling heroes.
Go north twice and west through the outline. Speak to the high priest. Say "I
just met the Alchemist. he told me some nasty things about you." He'll tell
you that a princess from another island is being held in the harem, she may be
able to help.
Go east, and the south four times to leave the warren.
5.5.3 Country side revisited
Back up a couple of steps from the warren and turn around. Go right at the
juction, left and the next one, left again at the third junction, and right at
the following one. Go left at the next to and enter the dwelling at the end
of the road.
Select the remote in your inventory and use it. Approach the dragoon to
return it. In exchange he'll add [Complete Prince-killer outfit] to your
Leave the house to the east. Turn around and follow the road, go right at the
first two junctions, left and the next one, right at the next two, and left at
the last on and reenter the warrens at the end of the road.
5.5.4 Deeper into the Warrens
Head north three times to outside the outline door. There are three paths you
can take from here to get arrested: 1. go west twice at get arrested in the
harem chamber 2. go north and then west to get arrested in a room with a
mirror 3. go north and then east to get arrested in the arcade. (Options 2 and
3 give the 1% complete you get for entering those rooms but you'll get them
Choose either option when you're arrested. The dragoons with take you to the
prince who's outside the outlined door. He'll sentence you to death and offer
you a last request. Select "Uh... Well... Now that you mention it... There is
one thing... You may find it sort of weird..." and you be escorted two rooms
west to the harem. (The other option see you on a tour a sharks stomach).
There are 5 Dragoon females in the harem, and one human the, the Baron
Hautevilles daughter. The barons daughter will tell you the one of the
mushroom will make you invisible. None of the Dragoons have anytime useful to
say. Take the mushroom on the south side of the room to add [A red toadstool
with white spots], [A green toadstool] and [A round toadstool] to your
Go through the exit to the south on the west side. You'll be in a room with a
statue and water in the middle. Walk past the plank against the wall to knock
it down across the water. Wallk across the plank. Go through the door on the
east side of the room [1%]
This room has four misshaped beasts wandering about. There a diamond in the
statue by the fountain. Take it to add [A diamond] to your inventory.
Go west, cross the plank, and go north to return to the harem. Select the
green toadstool in your inventory and use it to become invisible. (The red
spotted mushroom is poisonous so don't use it). Go east twice, past the two
dragoons that arrested you, and the prince. Go north from the prince.
Go east into the arcade [1%]. Go east again to where a jam session is in
Go east again [1%] in the end chamber. Take the bone and cannonballs on the
north side of the room to add [A bone] and [Shiny Cannon balls] to your
inventory. (NOTE: If you decide to leave the Warrens the cannonballs will
leave your inventory and you'll need to come back for them.)
Go west four time to get to a room with a mirror [1%]. Walk up to the mirror
and used the diamond to break the mirror. Go west through the now open
SAVE THE GAME
Walk carefully along this twisted path. If you walk off the edge you'll fall
to your death. The path goes a few steps west, turns south, and turns west
again. A large lizard will appear when you approach the southwest corner.
Quickly select the bone from you inventory and use it to avoid being eaten.
Don't walk into the cave to the north or a bear will kill you, instead
continue on the path to the northeast and go through the door there [1%]
There a naked woman in suspended in a tube here, exit are to the east and
west. Don't go east yet or you'll be killed by the Dragoons there. Instead go
west under the Triaceratops head [1%]
Don't let the cook see you or you'll become part of the menu. Head for the
pillar on entering the room and hide to the south of it. Wait for the cook to
walk over the stove. Head for the shelf in the northwest corner and take the
spice theres adding [Spices] to your inventory. Select the round toad stool
and use it to replace the spices. Retreate to the pillar and wait for the
cook to return to the spice shelf and hurry out of the room to the east.
Now its safe to go east since the mushroom as drugged the dragoons. Go east
again from here [1%]. Watch the dragoon seal a human into a sardine can and
head north from here [1%].
The big cobra head in this room. Head west into a torture chamber [1%].
Prince Cuthbert son of Duke Ethered is being held here. Speak to him,
apparently he's brothed to the Baron's daughter. If you walk into the open
cell he will be released but you'll be trapped, tell him "Try to get back to
your cell..." if this happens. Select the cannonballs and used them near the
cell to free the prince. He add [A flute] to your inventory as a reward.
Lead him to the east, where he'll rush off to save the Baron's daugher. Use
the flute to make the cobra's head rise revealing a passage to the north. Go
through it. Go north again and you'll speak to the prince. The first
conversation option doesn't matter. From the second choice there are three
thread that result in the prince's death instead of yours:
1. "Wait. We're both reasonable peop... uh, beings. I'm sure we can make a
deal...", "Maybe a very important object", "I command one astoundingly
2. "I have a personal message for you.", "It was neither the time or place",
"I've got a spell to beat them all!!!"
3. "I have a personal message for you.", "It's very private. I had to see you
alone...", "I've got a spell to beat them all!!!"
Pick any of those threads to kill the prince [1%]. Walk up to his corpse at
take the key from him to and [A snake-shaped key] to you inventory. Go south
twice and walk away from the cobra head, use the snake shaped key and approach
the head to lower its tounge as a rope through where the blue circle opened.
Watch the cutscene with the Duke's son and the Baron's daughter.
Head east [1%]. Go the door to the north on the east side to get to the shark
pool. You'll get eaten if you try to swim across right away. Take a few
steps north to pull an lever dropping a misshapen creature into the pool. The
sharks are still circling so step south and north to pull it again to drop in
another creature. It's now safe the swim across to the east.
You be in a cavern. The exit is to the north, go through it [1%].
There's a flaming pit here. If you jump into it from the north you be burned
to ashes. Go east along the south side of the pit and push the rock to the
north to let water spill into the pit extinquishing the flames.
Walk around the pit giving a wide berth to the northern edge to avoid drowning
and push the rock back to stop the flow of water and allow the pit to dry up.
Drop down through the pit on its north side [1%].
Go north to reveal a staircase. Go up the stair.
Go to the view port to the north here
Witness the volcanic erupture as the Dragon awakes on the Island of Capit,
destroying Mikhal Nuke's base of operations, saving Eternam. Nuke unfortunely
gets away leaving you stranded on Eternam.
6. Completion Objectives
I've only been able to identify 99% of the completely objectives. There no
was to check the percent after the final scene so that may account for the
1. Start a new game. You can miss out on this by loading an "Init the Game"
2. Go upstairs in the first house to the left along the road in Cauda
3. Enter Duke Ethelred's castle
4. Enter the room with the sweetmeat shelf in Duke Ethelred's castle
5. Enter the guards barracks in Duke Ethelred's castle
6-8. Enter Duke Ethelred's council chamber.
9. Enter the map room to the west of Duke Ethelred's council chambers.
10. Enter the room to with the staircase and the entrance to the ordeal
chamber, south of the infirmary in Duke Ethelred's castle.
11. Enter the room with a boat in Duke Ethelred's castle.
12. Enter the ordeal room with the flames in Duke Ethelred's castle.
13. Enter the ordeal room with the two levels in Duke Ethelred's castle.
14. Enter the inn at the end of the first right on the road past the Duke's
15. Go up to the third floor of the inn.
16. Enter the temple at the end of the road marked by the yellow flag at the
junction with three flags in Cauda.
17. Talk to man between ford and first house in Doralis
18. Enter the first house (bookkeepers) in Doralis
19. Enter the revelutionary house at the end of the first left past the
bookkeeper's hourse in Dorsalis
20. Talk to the man in light blue near the second crossroads in Dorsalis.
21. Talk to Norbert at the intersection by the French flag in Dorsalis.
22. Enter Ducros' house at the end of the road to the left at the intersection
past the French flag in Dorsalis.
23. Talk to man on road past the junction where the other path leads to
Charlotte's house in Dorsalis.
24. Enter Charlotte's house in Dorsalis.
25. Enter Charlotte's studio/bedroom.
26. Enter the town of Middleville in Dorsalis.
27. Enter the area with the fight ring in Middleville.
28. Enter the secret passage in the bar in Middlevile.
29. Be tried and sentenced to die for walking to the grass outside to Baron's
manor to the east of the town square.
30. Enter Baron BasseVille's Manor on the east side of MiddleVille.
31. Enter the kitchen to the east of the Baron's throne room in the Manor on
the east side of MiddleVille.
32. Enter Baron HauteVille's Manor to the west of the compass salesman in
33. Enter the Baroness HauteVille's Chambers in the northeast corner of the
the Hauteville Manor to the west of the compass seller in Middlevile.
34-36. Arrive in the examination room in Stomaca's universite after taking
the ferry from MiddleVille.
37-38. Take the examination at the University in Stomaca.
39-41. Arrive in the Stomaca Commander's City.
42. Enter the room outside the Floor 0 elevation in the Commander's city.
43. Enter the room to the north of the Floor -1 entrance in the Commander's
44. Enter to room to the east of the Floor 1 entrance in the Commander's city.
45. Enter the "HALFLIGHT ZONE" on Floor 3 in the Commander's city.
46. Enter the room to the north of the Floor 4 entrance in the Commander's
47. Activate viewscope in room to the north of the the Floor 4 entrance in the
48. Enter the City Commander's room to the north of the Floor 2 entrance.
49. Take the elevator to floor 5 of the commanders city.
50. Enter the pumping station in Stomaca.
51. Talk to the man on the road on the road to the right at the intersection
where going straight take you to the time warp building.
52. Enter the building with the timewarp.
53-56: Go through the timewarp to the moon.
57: Send 20th century game developers home.
58. Talk to the soldier near the sign with the hieroglyphs.
59. Speak to the pharoah's girlfriend near the junction.
60. Talk to the soldier further along the same road as the girlfriend.
61. Talk to the skeloton at the end of the same road as the girlfriend.
62. Enter the pyramid.
63. Enter the room in the pyramid with the Rosy Stone.
64. Enter the room with the hieroglyph tiles in the pyramid.
65. Enter the room with the giant scorpion in the pyramid.
66. Enter to room east and south of the giant scorpion in the pyramid.
67. Enter the slope tunnel with the stream of light in the pyramid.
68. Enter the room with the golden idol in the pyramid.
69. Enter the eastern statue room in the pyramid.
70. Enter the western statue room in the pyramid.
71. Enter the room with Superman and companions on the wall in the pyramid.
72. Enter the room with a brick wall to the north, and stair to the south in
73. Enter the room with a cup and knife on some stairs in the pyramid.
74. Enter the room where you need to place the three statue in the pyramid.
75. Ride the sand up to the room with the sarcophagus in the pyramid after
lighting the statues.
76. Enter the room with a sphinx in the pyramid.
77. Enter the room with the rod of miniaturization in the pyramid.
78. Talk to the Blue Dragoon on the road to the wooden hut.
79. Enter the wooden hut in Sholda.
80. Enter the dwelling shaped like a light brown reptile's head.
81. Enter the dome shaped dwelling where Kodos lives.
82. Speak to the dragoon in red on the road near the Warren's
83. Enter the Warrens
84. Enter the room where the old priest is through the outlines door in the
85. Enter the room with the jiggling heroes in the Warrens
86. Enter the Alchemist's lab in the Warrens
87. Enter the room with the mishapened beasts beyond the harem in the Warrens.
88. Enter the arcade in the the warrens.
89. Enter the room east of the jam session in the warrens.
90. Enter room with mirror in the warrens.
91. Enter the room with the naked woman suspended in a tube in the Warrens.
92. Enter the kitchen in the Warrens
93. Enter the room where a human is being sealed into a sardine can in the
94. Enter the room with the big cobra head in the Warrens.
95. Enter the torture chamber in the Warrens.
96. Kill the Dragoon Prince in the Warrens.
97. Enter the room to the east of where you climbed down on the cobra's
98. Enter the room white the flame spout in the warrens.
99. Drop through the flame pit are extinquishing the flames and draining the
water in the warrens.
This document is Copyright 2005 MysticWeirdo aka Warren Grieder.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
Permission to host this document is given to the following:
Sites that DO NOT have permission and never will:
This file may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission,
except GameFaqs and IGN. Use of this guide on any other web site or as
a part of any public display is strictly prohibited, and a violation
8. Contact Information
For suggestions and/or corrections for this guide please email:
mystic.weirdo [at] gmail.com
The most recent version of this guide will be on www.gamefaqs.com.
Please check there before contacting me with additions/corrections.
Please include Eternam FAQ in the subject of any email
regarding this FAQ.
Thanks go to the following:
Capstone and Infrogrames for making this game.
The people behind the DOSBox project for making it possible to enjoy classic
titles like this once again.
The following sites for hosting this FAQ:
Thanks to Jared Brown for the information on killing the giant scorpion.