Kings Quest Chapter 3 Passage. Whether the king we waited? King's Quest: A KNIGHT TO REMEMBER. Hat, raincoat, guinea pig

Fully acquitted its name and our expectations: it turned out really exciting "royal" adventure with bright characters, excellent humor and many interesting mysteries - both classic sense and more modern, interacting hands. The output of the second episode had to wait almost six months, and it turned out almost twice as shorter than the first. Well, the authors give up their position, without preparing the pace as they asked them? No, they simply decided to experiment with the format ...

Fairy tale "Goblin on the pea".

In captivity of fairy tales

Recall that the plot of the new part is built on the memoirs of the elderly Graham, the constant hero of the first games legendary Series. IN A KNIGHT TO REMEMBER He told his grandchildren, as a result of a series of dangerous and funny adventure became king fabulous country Ratenament. Here was a fashionable moral choice today, and one of the key characters died in our eyes, but still the atmosphere of the first part was easy.

What you can not say about. Here Graham remembers how he immediately after climbing the throne was captured to the goblines. Yes, it's not alone, but almost all the key characters from the first episode - the elderly couple of alchemists, the pretentious confectioner of Brambl, with her pregnant wife, Lyhaya and the brave gunsmith Amaya and even a goat (in the literal sense of the word) Mr. Fancy Cakes.

Goblins, of course, funny. They read all sorts of legends and fairy tales and now in their dungeons try to embody everything in their dungeons - they sleep on the pyramid from the mattresses, under which the pea lies, it is strongly kissing a fright frog, trying to squeeze their paws into a fragile shift. And here you can find a stone in which he drives legendary Sword Eccalibur - only with a frying pan instead of the blade. Nevertheless, in general, there is not to laughter, but the atmosphere itself is closest to Telletilovskaya The Walking Dead..

King "S Quest - Survival Edition

The fact is that all characters are sitting in imprisonment and gradually lose their strength - from hunger, fatigue or from illness. Grahama for some reason is periodically released from the chamber, and it is in sight of the guards goblins looking for ways to help the rest - this is, of course, the convention that the screenwriters do not explain almost in any way. But it is necessary to help, because to escape from the dungeon only if at least one of the prisoners come out of the cell and will be enough vigorous and strong enough to pull the lever at the same time with Grahem - And with each new day, the reserves of health in other characters are reduced. Therefore, the whole game has to think who to give a piece of meat, which we give every morning to buy for the found golden - a medicine for the pregnant wife of Brambla or food for the four alchemists. Or maybe give the potion a poor goat? And how to save everyone, so that everyone is cheerful and healthy and so morning do not see how the goblins under mourning music are carried on stretchers, for example, Amay?

Royal elections

As a result, it turned out really nonlinear passage. The way to achieve the goal and gaining long-awaited freedom depends on who you made a bet whom you save. Chet Alchemists will offer to make a bomb, Brambal and his wife will bake poisoned cookies for goblins, and Alma, naturally, asks to bring her sword. Therefore, passing RUBBLE WITHOUT A CAUSE For the first time and thoroughly, for example, the wife of Brambla, you will not learn about half of other situations and the possibilities that are in the game. Another thing, if you try to pull out all ...

There will be a choice and in the final - akin to what was in the first part. Binding in the memories of Graham between, conditionally, by force and compassion, we again influence how his grandchildren will behave in the present.

The riddles themselves in RUBBLE WITHOUT A CAUSE Mostly classic, calculated on the collection and proper use of objects. Acrobatic numbers for overcoming traps are minimized, and the exercises with QTE disappeared at all. Complex puzzles, however, there is also practically no. But you can tell the goblins of the fairy tale and scare them with a huge shadow from a very small dragon.

This is how the game in the final summarizes your elections and actions.

King "S Quest - Chapter 2: RUBBLE WITHOUT A CAUSE Significantly shorter than the first episode, and there is no such diversity of riddles and situations. But the authors decided to look at the territory of fashionable games today about survival, offering a much more responsible moral choice and genuine nonlinearity. At the same time, they did not simply copied and spy on their colleagues, but did everything with the inherent series of humor, keeping the branded atmosphere dangerous and at the same time a fun fairy tale. And most importantly, we saw that developers are ready to experiment with the format and mechanics, without paying for something one. The more interesting is that they come up next time.

Pros: more responsible and adult moral dilemmas; more nonlinearity; firm humor; Excellent graphics and sound.
Minuses: The second part is significantly shorter than the first; Less variety in riddles and game situations.

If you have problems with passing the game King "s QuestYou can always take advantage of our advice and information to action. We describe the steps in detail that you need to do to fully go through the game. King "S Quest. In the most difficult places, we add pictures that can help you. Passing king "s Quest Read on our site.

The game begins a series of comic royal commitments, with whom the young king of Graham should cope. Before the player, the choice will often be placed, from which the management of the kingdom will be dependent.

The first truly gameplay moment will unfold in the Goblin Cave, after Graham falls into the hole. The idea is that the player should walk in the dark and follow the emerging small creature.

When you find yourself next to the creature, click on the action button to raise. Your task is to raise the vessel on the ground and stuff a creature into it. When you approach it, you will find the vessel at the left edge of the display. You will hear how Graham will stumble about him, immediately pick it up, open the inventory to use it on creatures and get out of this dark place.

After catching the creature, the room will now be covered enough, thanks to the rest of the creatures. Now, you need to come up with how to restore the health of the hero, by means of food.

Take advantage of the lever in the room to get a room pot, put it under the pipe that distributes porridge for feeding Graham.

After the meal, use the lever again to stick into bed and fall asleep.

In the Goblin cave, you need to perform three tasks: find a medicine for captured bakers, a knife for Amai and food for Chester and his wife.

After completing the tasks of the day, Graham will sleep, then wake up and follow the feed huge rat. He will find the accumulated place there. Rat feeding is pretty simple, just open the inventory and give the rice meat.

When you take a web from the cage, follow the cave to the entrance that is guarded by Goblin. The lever will be located near him. Click on the lever and use the spray cobweb to pass by the goblin.

The store owner inside the cave has a large number of things that need to help those who are stuck in the cave. Graham has only one gold coinHere you will need to make a decision that will have consequences in the future. You can take advantage of the medicine from all diseases to help the brambl. Give them a wooden chair to take advantage of them for warming up the furnace. Then you will need to find flour, so that they can bake sweet cupcakes. If they begin to become weak again, give them pieces of meat, which Graham gets every day.

After sleep, the next day, again it will be necessary to go to protect the standard royal affairs ... Take the meat that Goblin gives Graham, and give it an old pair in the cage. They will give Graham to the task of finding the eyes of flies, in order to boil the potion for escape.

Putting, you again get another piece of meat from Goblin. You can get meat, eat it, then Graham will have enough strength to turn one of the levers in the cave. One of the rooms that will open will lead to a game with goblines. Take the severity through the doors of the traps, jump onto the surface and pick up a frog there. Take advantage of the frog in the room on the flies to pick a fly and pick it up her eyes. Take the fly to the woman that makes potions.

Fly only makes the couple think about the new plan, after herbicides failed, you will need to make a bone bomb.

Use herbicidal potion in order to climb into the tower. To do this, pick up the foliage, then go to sleep. After sleep, foliage will grow enough and now Graham will be able to climb the tower. As soon as you get to the tower, there you will notice the gold coin, which Graham can use to buy things from the store.

Use two gold coins to buy a porridge at the merchant. Follow back to the Graham Cage, and eat meat the next day to restore the health of the hero.

Now you will be strong enough in order to get to the last room in the cave. There will be several goblins that they will pace around, the next foliage will also be visible, paint it in potion, and then come tomorrow to see the result of growth.

When Amayu is taken from her cell the next day, the guards will be occupied by crying, so they will leave the key unattended. Use the key to open doors and find flour. Give meat brambl, along with flour. When they prepare sweet cupcakes, nothing worked, so they need Chander flowers. You will find flowers at the highest tower, wherever you have previously found a gold coin.

Continue to feed the brambl and her husband, while its health is closer to the edge, before they give them the same flowers. They will take advantage of all this, to neutralize the guards.

You can use sweet cupcakes for feeding a pair so that those remained with good health. In order to help them, finish the second potion, you will need to get a flower. You can take a sinph of a rose through a small door where the goblins are watching the game. Remove the Snack Rose and put it on each of the streams in the cave. This will allow it to dissolve, for use in the potion.

Return to Graham Cage and remove all the nuts from the total left part of the display. After removing all three bolts, you will open new way For Graham. Remember the positions of musical notes on a music box in the room. Go to the room where Goblin left several mattresses. Place the musical notes as they were located in the room with spindle and hay. Turn on the music box to force the goblins to sleep and take the pea between the mattresses.

The pea will be the last ingredient for the bone bomb, but Muriel and Chester will need to have full health to make a bomb. Continue to sleep and feed them until they acquire full health, then they will take for the production of the bomb.

Affairs go a little wrong, but Graham still gets a bomb. You can return to the room where the goblins lost the white shoe. Raise the shoe from foliage and give it goblin, on the right side of the display. Goblin will give Graham the broom and they will be able to clean the room. Highlight the bomb using the oven to undermine the hole in the wall to get to Logov with a full story of book pages.

Purse along the pipe that Goblins tried to disassemble into parts, and get nippers. Use them on the lattice in which there are Brambal and her husband to free them. Then the mini-game will follow, in which Brambl lock and jumping puzzle are involved.

Choose a little baby dragon in the next room and use it to move the goblins when entering the cave.

In the last segment of this chapter, you must highlight your history of goblines, picking up things from the inventory. The first is the one who you were freed from the lattice. The second is Graham Hat. The third is a sheet with a heart on it.

And now, I would like to describe the rapid passage that will save the life of the greatest number of people.

And now, start the first day: Collect all the spider web, open all the dialogs, the goblins will make you sleep.

Second day: Tear M "Yaua, use a web for lifting on the third floor. Take a sword, a pea, a frog. Give a frog old man, use a frog on a fly. Give your fly with an old person, give a pea to the old man, grow trees to the third floor. Give Sword Blacksmith - Choose Coin Goblin. You will be sent to sleep.

Third day: Turn the meat, open the pipe for porridge and take, take the coin. Follow the third floor. Take a plant. Take a coin and rose. Buy porridge. Make the grief of the Sinderla tree. Take fresh roses. Give a rose back older. Stop it for refreshing it in each of the water pips. Collure the brambl. Go to sleep.

Fourth day: Give meat a sena. Take a rose and give an older, get a bomb. Give the shoe Sinderiell. Throw a bomb to the fire. Remove the page with a knife. Get down and take tongs. Give a blacksmith tube. You will get to sleep.

Fifth day: Squeeze the meat of the rat, take the chair, as well as the coin. Buy chopsticks at the merchant. Use the key on the small door from the third floor, get a page with a heart, take flour. Close on the plant on the third floor and use sticks for opening tongs. Give the face of porridge, armchair, flour as well as rose. Choose who you want to free the most.

  • ESC - Pause;
  • F1 - settings;
  • F2 - Turning off the sound;
  • F3 - Repeat command;
  • F5 - recording;
  • F10 - Changing the speed of movement;
  • Tab - inventory.

Russian teams - left + right shift "s.

Features:

  • "P" is written only with a capital letter ("Mug") (SHIFT + "R") - a cant of font;
  • fast walking - Click F10 (several times) to "Fast speed";
  • stop - "5" on the right to NUMPAD "E (NUM5);
  • "Watching" - look at location (to learn active items).

When the sorcerer goes to travel, you can carry magic things with you (marked "*") and leave the house. When he is at home, you need to work around the house:

  • take a pot of his bedroom - "Take a pot";
  • sweeping in the kitchen - "Take the broom";
  • brush (brush) table in his office - "Take a brush";
  • feed the chickens - "Poor birds";
  • feed the sorcerer - "Potions of the sorcerer."

Look at the timer at the top - the sorcerer is missing a certain time.

Part 1. Single

Go right.

Take in the dining room (approximately approximate and you use the team "Take a mug").

Take a knife, spoon, bowl (left) in the kitchen; Food (right).

Satisfy the floor ("Take the broom").

Go to the second floor. To go on a diagonal (along the steps), approach the side of Stepes + Home / End / Paged / Pagedn.

Go right to bed (this is your room).

The team "put things" - near the bed (hide things from the sorcerer; especially where "*", otherwise he will attack).

Wait for the sorcerer goes on a journey ... just go there and here around the house.

Go to the bedroom of the sorcerer (to the left of your room).

"Take a pot" (left) - a pot, as a font glitch.

Open Dresser (left) (Press TAB - here is an example of a forbidden thing - "*"; when the sorcerer can not be carried out, it is necessary to put under the bed).

"Open cabinet", "inspect the top of the cabinet", "inspect the back of clothes", "cluster wardrobe."

"Open the nightstand" (right)

Again remove things. Go to your room, "put things."

If you find a cat, "take a cat", "take wool" (take the fur of the fur).

Go on the third floor. "Take a fly" (right).

Both of these things are magical (*), they will also need to be removed under the bed, otherwise the sorcerer hits you.

Exit home. Stand up behind the yellow hay and the "sort of chickens".

"Open the gate" (red door). Press one chicken - "Take the chicken", "take the pen."

Go down. Go through the "mountain labyrinth".

Remember: you need to have time to return home to the arrival of the sorcerer - watch the timer at the top. The sorcerer will return to 0:25:00. Next, it disappears at the same time intervals; The rest of the time you have to be at home.

"5" on the NUMPAD "E right - to stop. Or you can rest about the stones.

You can slow down the character (F10 to the desired speed).

Perhaps there is a glitch game - the pen will fail for a second time. So if the eagle flew and threw something, it is better to pick up.

Go down. If the gangsters appear, quickly leav for the screen, otherwise they will take the entire inventory.

Still down. Here is the house bears. Go out and go to the location until they disappear.

"open the door". On the table here you need to take porridge for the sorcerer (in the middle). She can not be now.

Come back to the table, bypassing the chair, and "take porridge".

Go to the second floor. "Open the box" (locker on the right), "take a thimble", "close drawer".

On the streets on the street "Take Rosu."

Left. Up. To a tree with a hole. "Take the acory" (straight to the left of the hole), as long as the inventory does not appear "three acorns".

Return back home. Claim a little things, got acquainted.

Go through the "labyrinth". Then "open the door".

Go to your room. Get rid of magic things (*) until the sorcerer appeared - "put things".

While it is not, you can go down to his office and fishes his table (to the safe on the left and "take a brush").

You can also make a pot in the bedroom, feed the birds, fitting the kitchen.

You can now catch a cat and pick up his wool.

When a sorcerer appears and ask for it, in his room "Take bread" (or "take porridge", as it is infinite and constantly replenished with bears).

Take the food sorcerer. "Feed the sorcerer."

When the sorcerer leaves, you can approach your bed and "take things."

So. The sorcerer asked to eat. Take food out of things, go to the dining room (he sits there), "Feed the sorcerer" (or "give a sorcerer porridge").

Purchase into the wall and click Pagep (diagonally up to the right). Then - Home (diagonally left).

When leaving, saving.

"Egg ointment on yourself" - you will become invisible.

Come to Rosell.

"Mix foam using finger."

"Foam Storm Saw up."

"Delete the girl."

Go back on the labyrinth (Pagedn, then End).

Coming out of the cave, go left, up, up.

Passage by original version games

with Russifier from "Prometheus.Project "

Preface

« Once Upon A. Climb. "- Third part, out of five planned, regenerated by the efforts of studio developersTheir Old. Gendeman. legendaryKing. Quest from at least a legendary companySierra. .

The aged king Graham tells the granddaughter of Gwendoline history from his life, full adventure.

Notes and advice:

  • The game is recommended to pass in order, playing first two previous episodes.
  • Control In the game, with a description of which you can find on the page of our portal, identically for all episodes of the series. You can also read it by selecting the same option in the game menu.
  • There are no dead-end situations in the game. It should be carefully inspecting all active objects on each location and apply all available items to all active zones.
  • You need to speak with all the characters. It is necessary to offer to consider all available items in the inventory. It is possible that their hints will help solve this or that task.
  • Some tasks can be performed in different ways or not to do at all, which gives some variability in passing and makes the passage of the game individual.
  • This passage is offered as one of the possible options. It does not consider all possible combinations, but, as far as possible, tips will be given to passing when choosing other paths.

After performing the necessary settings, run the game.


Royal Castle suburb

After a small introductory phrase of the old Graham, enter the role of a completely even young Graham, which he began his journey for the crown of King Edward.

We go to the right.

We pay attention to the three plots of the soil on the location. We continue to move right.

Coming by new locationOur character appears already in the royal mantle and with the crown on the head.


We notice that a spiny buscher grills on the left plunge plot, and there is a young bug behind the bars standing in front of the right dubbed site. Move the lattice on the left plot, and the bush began to growfaster . We turn to the right.

The character appears already induced, with a beard on his face and a constant hat on his head.

The road brave broken spiny thickets . We return to the previous location, move the grid to the average highly spent area on which it does not grow anything yet (move the grid back, on the site on the right, cannot be). Go to the right again.

Approaching sitting in the nest on the stoneowners .

An unexpected badger appeared, pulls one of the young chicks.

  • Note.Explicit link to the game " King.QuestV.» . The Council is made as a little Cedric, Filin, who prompted Grahem that the Royal Castle and its inhabitants kidnapped the evil and powerful magician Mordak.

Graham saddled with no less than the Soviet family.

Puzzle with seeds

Pay attention to the following facts:

- When we moved from one location to another, passed some time, because Graham adults;

- On all three locations there are three parts of the soil. On the first location they extraly (14) (plots had active zones), it means that something planted on them; On the second location on the site, the spiny shrub grew up, there was nothing in the center in the center, but on the right plot of Dubok; On the third location, after we moved the grille to the site in the center, the flowering rose on the left and right bushes , a stone appeared on the site on the right;

- There is a shovel on the third location.

It is logical to assume that further actions are somehow connected with the divergent parts of the soil.

We believe to the right of the socket of the shovel, return to the first screen.

Old Graham, a leading story, recovers: He began his journey, having a small shovel in his pocket.

We use a shovel on the plot of the earth on the right and dig acorn.

To perform this action, open the inventory (keyTab. ) And click LKM on the shovel icon. In this case, Graham digs the land.

We use a shovel to the land of the earth on the left, and dig a spiny plant seeds. Sit acorn on the left plot, and the seeds of a barbed plant - on the plot in the center. Follow the right.

We see that the dubby grows up on the site left, and in the center - a spiny bush. We follow the right, on the location with the family owls.

Badger gets stuck in the barbed shrub that we planted by us, and the family of sov is laughed at him, being in the nest on the branches of the grew oak.

Moving to the right.

Throne, he dining, Hall of the Royal Palace

Graham saddled: What is good if the table breaks away from food, and the meal can not divide with? These words, he says out loud, not noticing the old and not moderately suspended his horse Triumfa . His displeasure of Graham's observation is expressed by Ikota.

Graham is trying to invite a triumph table, but the included Guardsmen remind of a decree, forbidding animals to sit at the table. Then the king asks about the invitation for bakers. Hearing that those either cannot join the meal, Graham makes the last attempt: he invites you to the table of guardsmen, and again the corresponding decree comes into force.


We look at the table.

We take a bunch of pea, meat and a folded napkin. We go to the other end of the table, look at the empty chair.

Graham autokes the idea: you need to cook dinner for the guest.


We take a hanger in the corner, apply it to the chair.

Graham decides that there is still a raincoat. Purple. You also need a hat, and you need to come up with a face.

We speak with the royal guardsman number 2.

Graham invites him to divide the dinner with him, but Guardsman replies that he can leave his post only during a disaster, or if a plate with peas will be overflowing.

  • Note.Inaccuracy of translation - it should be necessary that he will leave the post if the plate will be "empty".

Graham notes that the Guardsman stands on the carpet, which would come as a raincoat.