TREASURE ISLAND: Game Walkthrough and Guide

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October 18, 2022
16 minutes
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By Jonny Gamer

TREASURE ISLAND: Passage
TREASURE ISLAND: Game Walkthrough and Guide
Introduction

A pirate will talk with you, who in the end of the monologue will ask the question of tips. Choose an option about providing prompts.

Chapter 1

After talking from Livci, climb to the grave of Admiral Genboou and take the statue of the saber. Next go to the tavern "Admiral Benboou".

Take off the table with an empty mug, go for a bar and fill the rum mug from a barrel that stands in the lower right corner of the screen. Circle with Roma Apply to Billy Bonse. After that, talk to the old pirate on any topics that will appear in the dialogue. At the end of the conversation, the Bons will declare that it will not continue the dialogue until it wets the throat again. Take it a mug and go to the courtyard of the tavern.

Use a stone saber to the well to make a handle. Next, use the handle and lift the bucket. Use the mug on the bucket, and then go back to the tavern.

Give the mug of Billy. After the bons breaks the mug, lift the fragment from the floor and go beyond the rack. From there descend to the basement. Take the broom and a bottle of Roma.

Rising upstairs, talk to Antoinette for any topic. Taking a black mark in the hands, consider it – turn the note to read the inscription. Then take the key from the Billy Bons corpse and climb the second floor of the stairs located on the right. Go to the old pirate room, which is at the end of the corridor.

Discover the chest with the key polar from Billy. On the chest cover apply a fragment of a mug. Next, inspect the map found. Having finished the inspection of the treasure card, go down to see who came to the tavern. Guest will be blind. The remaining members of the team at this moment surround the tavern.

Go down to the basement. After Antoinette go for help, apply to the ceiling of the broom. When you hear the noise at the top, go upstairs and leave the tavern. On the street you will meet Treloni, Livci and Antoinette, and together with them will be soldiers who will take care of pirates. When drinking with pugh will be finished, talk to the trilon and Livi.

Chapter 2. Harsh morals

Go down the stairs, roll right under the arch and go to the tavern "Spyglass".

Go down the stairs. Take a torch standing next to the chest, then go to the right to the bar. Talk to Israel Hands. In the conversation you can use any replica. Next will appear John Silver with whom you also need to talk.

Having received a task from him, find a pair of sailors, go to the lower right corner of the tavern to the table, followed by the bone. Examine the table, and then talk to Alesandro del Rocco. You can only talk to the sailor only in the break between batches of bones. During the dialogue, you need to use only the top in the replica list. After conversation, leave the tavern.

Go up to the corner, near which the prostitute stands in the Red Apron. Talk to her using any replica. Your goal is to get playing bones. Having finished the conversation, go to the port alley. When you go on the embankment, go left and talk to George Mary. This sailor will give you a task – find his fish-talisman.

Read the search advertisement that hangs on the left on the wall (you need to find and read all the ads – only 4, which are held around the city to go through a pirate test), inspect the cage with a skeleton – you will find a steel ring. Next, go through the alley, the entrance to which is located next to George Mary.

Talk to the officer, then climb the stairs. Before entering the arch, read the listings of Bob Voronne’s jack. Talk to one of the children who are in the alley. The guys will start testing you on the knowledge of famous pirates. To take a test, use my tip.

Nick pirateNameA crimeWhere he was noticedAward for capture
Bob Vorona nestRobert O’MalliSculpture, underground gamblingTavern "Dancing inquiser"50 gold
Captain FlintWilliam J. FlintRobbery. Attacks on ships. Captain "Morzha"Jamaica600 Golden
Tesman BillWilliam BatcherAttacks in the ports BristolMontego Bay, Nassau100 gold
PhantomUnknown. Tattoo "Perir en mer!" On the handTheftBristol, BooleanNot

Having finished the test, go out of the alley, go left and go under the arc to the tavern "Spyglass". Talk to the annoying client who sticks to a prostitute. In the dialog, use any replica. Next go to the embankment.

Go left, inspect the table on which the bucket stands and lies the hook. Take the hook – George Mary will run away in the alley, move after him. Talk to the officer about the pirate seen from the tavern. When the soldiers run away to arrest phantom, go to the door and unleash the rope knot holding the mirror. Next raise with a pavement network and go to children who tested you on the knowledge of pirates. Give them a hook, in return get a playing bone. After that, go back to the port on the embankment, down the stairs to the water itself. Look at the water – detect shiny fish. Next combine in inventory network, metal ring and torch. You have to get a cuckoo, which you can get fish out of the water. Return to prostitutes and talk to any of them. At the end of the conversation you will receive a second playing bone. Combine bones in the inventory and go to the tavern of the Silver.

Give fish George Mary. Then go to the table where they play bones. Use the cubes on Alesandro del Rocco. After the Spaniard runs out of the tavern, go out on the street and go past prostitutes in the port alley. There you will find Alesandro – talk to him using the top replica dialogue. When Spaniard will go on board "Spaniards", Return to the tavern and talk to John Silver.

Chapter 3. The storm is coming

Go down the stairs and go to the main deck. Enter the closed door on the passenger deck. Once in your cabin, raise the rope from the floor and go out into the corridor. Go to the cabin Joyce and talk to him. In the dialog you can choose any replica. Get out of the cabins.

After talking with the boatswain, go down the screen, go down the stairs on the living deck. There go a little ahead along the corridor – take a piece of the board from the ceiling. Next, go ahead to a bench with fresh water. Take the Cupcake from the barrels and use it on the barrel – it will become clear that the stocks of fresh water on the outcome. Go to the right of George Mary. On the floor, the feet stands a mug, and the ax is stuck in the support pillar – take these things and talk to Mary about his talisman. After that, go to the right to the end of the residential deck, climb the stairs to the galley and go to the upper deck. Talk to Dr. Livcy about Joyce Health. At the end of the conversation, go to the galley and talk to John Silver about Joyce Health. Next, go out on fresh air and go left on the deck. Climb on the middle deck, talk with Antoinetta about her new clothes, and that you can also climb the guys to the very top. After the conversation, climb the captain’s bridge. Talk to captain Smallt, using the top replica from the list of dialogue.

Go down to the middle deck, try to go to the captain’s cabin, and then take a bucket that stands at the ventilation hatches. Go down to the main deck, go to the entrance to the galley and, being on that position, click on the mast to get along the tackle on the top viewing area. We use any replica from the list that appears. When you find yourself upstairs, Jim will slice a piece of flag, after which you need to go down.

Return to the main deck and talk to the sailor named Dick (dressed in black Camsole). Talk you need to continue until you can ask the sailor that he is thinking about Captain Smalllette. After that, a mini-game will begin in which you need to repeat the orders of the commander, but not exactly, but to choose from the list of replicas, most similar to the order. In the end, the captain tired to repeat his team, and he will go down from the bridge to deal with the sailor.

Talk to Antoinette about the completed job of the production piece of flag. Then go to the captain’s cabin. Go to a long wall, take a paper scroll lying at the globe. After that, inspect the map. Take the pen and use on the ink. Next combine in inventory a feather and paper scroll – get a set for a letter. Then use a piece of fabric to the inkwell, and in your inventory a black mark will appear. Now you need to inspect the safe. The combination of the digits opening the safe will be the coordinates of Port Royal, which are spelled out on the Captain map (017 – 076). Opening the safe, use a set for writing on a warehouse magazine. Copying lists, leave the cabins.

Pass on the main deck. Use a black mark on the ventilation grille – hear the shouts of George Mary. Pass on the galley and give a copy of the Silver lists. Having received the key from the pantry from Coca, take off the arrangement from the table standing on the left of John. Next, go to the residential deck, ask the Talisman from George Mary;Having got the desired, use the key received from the Silver to the hatch leading.

Go down down, go to the left of the truth. Take an ax on a rope that holds the barrels. Use Mary’s Talisman on a barrel with Rom to open it;then apply a mug on the barrel. Filling the roma capacity, open the inventory and combine a rope with a stick, then use the resulting bundle on the bucket – the trap will turn out. You will only have to combine trap and smoke, so that you have a rattover. Next, find the rat and apply the rat and apply to the animal. Now you need to return to the galley.

Give John Cup with algae, mug with rum and rat. Then leave the galley and immediately return back. Talk to Silver to get an invigorating soup. Next Go to the cabin Joyce. Giving him a soup, go down on the living deck and use a drawak on a barrel with fresh water. After you learn about the brewer, return to the joyce cabin. Talk to the servant on any topic, after which go to the corridor, where to meet Antoinette, with which you also need to talk. At the end of the conversation, follow the girl.

Going to the main deck, you will need to save Antoinette, which almost washed overboard. To do this, you need to go through the whole ship into the nasal part, while you should still avoid shocks. To do this, you must move in breaks between blows, and when the wave is rolled onto the deck, you need to grab the beelel-beatel (handle). On the deck of their three pieces: the first – on the inside of the falseboard, the second – on the boat, located behind the Black PSA, and the third – again on the inside of the Falsebort. Rotating to the girl, talk to her using any replica.

Chapter 4. Earth!

Inspect the four graves located in the meadow – a record in the diary will appear. Next, go to the swamp along the trail located in the left top of the location. When you find yourself in the camp, take the British flag, then Jim copies the drawing in the diary, shown on the rock. Get out of the camp.

To the right of the big stone will see a shiny item. Try to pick it up – find yourself in the pit. There you will find acute sink, then a dead man’s bag. When it turns out to be in your inventory, inspect it and become the owner of human bone, hammer and leather belt. Belt Apply to the root sticking over the pit – so you can get out of the trap. Return to the glade with graves and go to the jungle along the trail located in the upper right corner of the location.

Once on the fork where the currents are marked by different number of characters, you need to contact the record in the diary. Tip lies in the order of death and the names of Flint’s comrades. Start the move in this order:

  • go through the middle trail marked with four figures;
  • go straightforwardly;
  • go through the right path marked with one wicker man;
  • go through the middle trail – three signs;
  • go through the right path marked with one figurine;
  • go straight.

So Jim will be able to find fort.

Use a hammer on the Blockhouse’s entrance door. After the first board, the hammer breaks. In the inventory, connect the hammer and human bone. Use a new hammer on the door, and then enter the inside of the building.

Raise a piece of wood lying on the floor to the right of the boiler. Combine it in inventory with sink. Next, inspect the broken staircase, then return to the clearing with graves, where we apply an improvised saw on the sabers that are on one of the graves. Return to blockhouse. Use the saber on the stairs to make steps. When climb upstairs, use the British flag on the flagpole.

Chapter 5. Hunters and sacrifice

Talk to Silver, using any replica. When the battle starts, take the gunpowder from the barrel standing on the bench on the left. Then go to the table, which is located at the right wall. From there Take a flask with rum and coconut shell. Next, open the sacman of Dr. Livci, standing behind his back. There you can find a bandage and paper bag. In the inventory, inspect the paper package – you will find chemicals. Then turn the package so that Jim can learn how to prepare the Far Eastern Bomb. Now you need to start making a bomb.

one. Mix chemicals and rum in inventory.
2. Apply the resulting mixture to the boiler, located in the center of Blockhouse.
3. Inventory, combine the resulting balls with gunpowder, and add coconut shell to the resulting mixture.
4. Coconut stuck with a bandage.

Having made a light bomb, take a breakhead of the barrel, and then climb the stairs to the field with a flagpole. Take a lift with a burning roof. Use gunpowder on the gun, after it is a light bomb, then apply to the ignition hole, located in the gun, smoldering stick.

After the fireworks, leave the roof of the blockhouse. Once in the courtyard, run to the left and leave the Fort through the hole in the fence. Go along the trail to the camp – meet Ben Ghana. Communicate with him, then click on the boat to resume dialogue with abandoned pirate. Inconsider it to exchange a boat – the devoid will ask for a cheese and give you a boat.

Sit into the boat. Having achieved schooners, listen to the angry tiras of Antoinette, and then move to the right along the boards of the ship to the anchor rope. Climb on it on the deck, go to the ventilation grille, located in the center of the ship and lift the rag from the deck. Use it on the puddle of oil, spilled on the deck slightly right from the lattice. Then go to the left, climb the stairs and go to the captain’s cabin. There you will find a daughter of Treloni. Talk to her, and then go back to the main deck. From there go to the passenger deck. Go to Dr. Livcy’s cabin. Lift a cane from the floor, take the bed with the bed, and take a piece of cheese from beds. Return to the main deck and go to the vessel’s feed. Discover the inventory and combine there with oil-soaked rag with a cane of Dr. Livcy – will turn out to be a torch. Use it on the fodder lamp to light the torch, and then go to the right on the ship to anchor rope, rolled on the deck. Use the grilled torch on the rope – Schoon will go to the drift. When the deck appears Israel Hands, say with him using any replica. Having finished the conversation, use powder on the boatswain. Next, raise the knife from the deck and go to the captain’s cabin release Antoinette. Cutting the rope with a knife, go out of the cabin.

When you find yourself on the island, talk to Ben Gan.

Chapter 6. Piastra, Piastra…

After you talk twice with Silver, you will see the Jim’s friends attack on the pirates and listen to the conversations of the winners, go left on the screen to leave the location.

Once upon a development, you will need to go through the labyrinth. The tip for passage is in the diary of Jim – the drawing, which he copied from the cliff in Ben Ghana camp. You should go like this: go along the left trail, go around the screen left, turn again on the left trail again, keep moving along it, and then go on the right trail. So you will get to the entrance to the cave with treasures. Next you expect a treasure and a bunch of conversations where you can use any replica. Once you raise the gun, use it in the Stalactite, which is located above the head of Dr. Livcy. At the end of the conversations that continue after shooting, inspect the Treasures of the Inca and take the statuette from a heap "Eye goddess Incov". Statuette use on John Silver. Actually, this game ends. It will only be left to view the final roller.

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