Alice and Space Dragon: Game Walkthrough and Guide

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March 15, 2022
9 minutes
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By Jonny Gamer

ALICE AND SPACE DRAGON: PASSAGE
Alice and Space Dragon: Game Walkthrough and Guide
To Start A Couple Of Tips:

1) READ THE DIARY, THERE IS A LOT OF INTERESTING THINGS;
2) Survey All Rollers and Listen to the Diaalogs to Find Out in All The Details of the Game Event.

Location 1: Portal.

Immediately After The Dialogue, We Start Shooting Down The Meteorites, Then Watch The Roller. We Learn That The “Dragon’s Eye” is Kidnapped, A Gem, Which Can Destroy The Solar System and Not Only. IT Is Also Reported That Heroine Is Closer to Allown She Will Have To Pick Up this Stone. We Carry In 2005, In Cairo. Near The Bank Surrounded by The Police. The Guard Does Not Even Let You Go, But It Was Worth Expecting From A Minor. Knocking INTO THE CAR, THE POLICEMAN GIVES A COIN TO BUY A HAMBURGER. We Go to the Pizzeria, Buy A Hamburger. I Give A Hamburger to A Policeman, He Gets Out of The Bushes. Meanwhile, We Open The Door and Take the Car Keys. Open The Trunk with the Help of Keys, Take the Pump. RETURNS THE POLICEMAN, ENTERS THE CAR. Top of the Car Sticks to the Flasher, Taking It. Police Leaves, We Climb Into The Bank. Inside The Mass of Safes, Open The Right Left Right: 1,2,4,3,5,7. Let’s Get Out of The Jack, We Combine WE ARE IN THE 6TH SAFES, WE SEE THE PASSAGE. We Take In The Left Corner of the Manual. NEXT FOR US CHASE. Press The Gap to Jump. IF You Could Not Walk, Then Do Not Be Discouraged, Just Apply The Drill To The Hatch and Try Again.

Location 2: Archaeology Camp.

We Take A Funnel On a Barrel and a Boot Under the Sign. We Go to the Camp. We Take a Stick and The Game in the Anthill. Take A WRENCH From the Box and Throw to the Mechanism. Archaeologist in Panic Makes Gasoline and Climbs a Tent. We Take Gasoline, Staircase and Scroll. Apply A Scroll On Fire and Read. Next, The Staircase Take the Crown in Two Kings, We Combine and Put On The Third. Opened Door. We Climb There and Read The Names Of The Gods. Dialogue with gods. We Read The Inscription and Put The Figurines In Place. Opened Pass. Another Dialogue with The Gods. We Go to An Open Passage and Throw SHOES ON PALM. WE PUT THE FUNLEL TO THE ENGINE, POUR GASOLINE.

Location 3: City.

After The Roller, Where It Says That Alice Is Wanted, Switched To the Game. We Take Two Jug and Mop. Swabroch Consider The Inscription, Read And Try to Turn On The Elevator. For this pour in 5 l. Water Jug, TRANSFIX IN 3 L. JUG, 3RD. POUR, THEY TRANSFIX 5 L. JUG, POUR IN 5 L. Water Jug and TRANSFIX IN 3 L. jug. INCLUDED ELEVATOR AND WE ARE TRANSFERRED PER WALL. We Speak With A Boy, Take Watermelon and Throw in It. He Calls His Father, His Father Climbs and Loses The Keys. We Take The Keys and Go Inside. We Take A Jug With Wine and Treat Them a Guard. Open The Door and Take the ClotheSpin. We Go Beyond The Screen and Open A Cage WITH A Parrot. WE Take Sugar, We Go to the Caravan and Pinched Hookah. We Give Sugar Camel.

Location 4: Sultan, Indians and Poacher.

Watch Roller. Find Out in the Pit. Click in Mouse Hole and Then on the Rat. WHEN THE RAT GOES TO HIS NORA, DROPS THE CORKSCREW. We Take A Corkscrew, Apply It To The Bucket and Take a Bucket. We Take A Bench, Put a Bucket and a Bench in the Center. Click in the Hole, After Which We Give A Piece of Bread. Take Bread and Apply On Rat Hole. We Take The Rat and Click on the Hole Again. We Look Out At Freedom, We Take the Sword from the Umbrella, The Belt Has a Suitcase and A Scroll Near. Sword Cutting A Palm Tree Branch, Give A Branch Camel, Tighten Him With A Hump Belt. WE SPEAK WITH THE SULTAN, PAY Attention To the Top of the Throne. To the Left of the Throne Is A Coded Lock Chest, We Enter The Date There. THE CHEST OPENS, GET THE HAMMER. Hammer We Dress The Boards From The Closet, Take the Bow and Arrows. Let’s Go to the Courtyard. Take The Wheel, Rope and Nut. Wheel Change The Boy on The Wheel from the Mechanism. WE PUT THE WHEEL IN THE MECHANISM, TIGHTEN THE NUT. We Combine Onions, Rope and Arrows. We Apply To One of the Doors. AS A GIFT, SULTAN GIVES A CACTUS. Next, Plant Cactus to the Left of Two Skulls. We Notice 5 Pointers in Different Places and Take Thatm. WE BRING THEM TO LOCEATION: IN THE BUSHES TO THE LEFT OF THE CACTUS, THERE ARE 2 POINTERS; BEHIND THE BUSHES HILL SCRAP METAL, THERE IS ANOTHER ONE; ON THE RIGHT NEXT TO THE CACTUS AND BEHIND THE SLIDE SKULLSLIE LAST 2. Below, Behind The Column of Water, Lies The Bucket; Fill It Water. Then We Water The Cactus Water and Repeat This Procedure Until The Cactus Appears Spikes. Then Set The Pointers and So That The Number of Holes on the Signs CorreSponds to the Number of Spikes on the “Branches”. Next Immediately Dialogue With The Indian. We Take A WRENCH NEAR THE BUSHES AND GO TO THE SIDE OF THE PALM. WE UNCREW THE CHAIR OF THE MACHINE AND RETURN TO INDIAN. I Give The Indian Chair and Take the Battery. GO TO THE CAR, INSTALL THE BATTERY, AND RIGHT IN THE MACHINE CLICK ON THE BUTTONS. Further Flying On the Pterodactyl. Drive The Arrow Keys and Are Drunk From Bullets. If You Could Not Reach The End, You Will Have to Start Again. We Arrive Up to X Izina and Start A Conversation With A Small Indian. He Gives You Sugar, Give IT to Elephant. From the Hut Gets Poacher and Takes You in Captivity. Dialogue with Poacher. Cooking Soup. We Take a Machine Plate, Oil and Vinegar from Canned Box. Just So Open The Cartridges, Tobacco and Turpenine. Take The Picture With A Villain’s Friends. Fill Down in the Boiler and Ready-Made Soup Pour Into a Plate. Wakes Up Poacher and Eating Soup. Little Roller. Poacher Drops The Keys That Alice Already Picked Up. Open The Keys Both Castle. Dialogue with Indian. We Take A Magnifying Glass Next To Books, Drum Wand and A Tiger Skins Carpet. We Go out on the Street. Immediately Dialogue With The Son Of The Leader of the Tribe. Magnifier Gilt The Indian With The Network Hair, Take the Scissors from the CANOE. Cut The Skin, Connect With A Wand. IT TURNS OUT A FLUFF. Go in The Hut, Kill Flies. AS A GIFT, INDIAN GIVES THE BOOK.

Location 5: TRAIN WITH CIRCUS.

SPEAK WITH THE TRAINER, BUT NOTHING COMES OUT. UNDER IT IS A COIN, TAKE IT AND BUY A LOLLIPOP IN THE MACHINE. Give A Lollipop Girl With Hoop and Take the Hoop. At the Beginning of the Locomotive Lies a Bucket, We Take It and Fill With Water. I Give A HORSE, HE FLASHES ONE OF THE VILLAINS. THE VILLAIN DROPS THE WHIP THAT WE SELECT. WE COMBINE THE WHIP WITH THE HOOP, THEN WE TIGHTEN THE LION. Trainer Drops SAUSAGES AND GOES TO THE PEN. WE Take Nitrogen and Go in The 14th Coupe. THERE WE TAKE A STOOL, THE KNIFE ON TABLE AND GO OUT (CLICK ON THE DOOR). Stool Take The Light Bulb, The Controller Comes Out Of The Coupe. Take The Keys, Try to Enter The Coupe. Nothing Comes Out. We Go In The 14th Coupe, We Remove The Ventilation Pipe With A Knife. Dialogue Zlodeev. INJECT NITROGEN THERE AND GO IN THE 13TH COUPE. Monologue Alice.

Location 6: Conclusion.

Watch Roller. Alice Is in the Storage Chamber. We Apply A Light Bulb and Exempt. We Bring A Conversation with Prisoners. From the Operating Table to the Left Take the Hammer and on the right pliers and a screwdriver. Click On The Door And The Monsters Will Drag The Circus Director. Dialogue with Horse. Next, Launch The Hammer on the Stairs and Get Into The Ventilation Mine. There Is a Screwdriver Picking The Iron Box with A Sign “Do Not Deliver, Kill” and Priers Save Prisoners. We Leave From the Ventilation Shaft and Go To the Door. Rail In The Urn, We Find A LEVER; Left Take a Lighter. Lever Using On A Shield for Opening Doors and Turn It. Robot Says That The Entrance Is Unavailable and then Openings on Two Doors. Dialogue with Gray Brothers. Take The Crane. ONCE AGAIN TURN THE LEVER. THE BROTHERS GRAY ARE EXEMPT. The Door Lies The Glove; Take Her. Screw The Crane to the Sink and Block The Gate Drain. Water Turns On, and We Turn The Lever Again. Next, You Need to Plane The Planet of the Solars System in Orter. I Give A Decision: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto. By The Way, When You Choose A Planet, The Computer Issues Useful Information about a Particular Planet. To the Leftx and Select The Disk; To the Right of The Place Where You Solved The Riddle of the Where Planets, There IS A Door; Open It and Take the Bailon Propane. To The Left of The Door Is a Stepladder, Take It Too. We Enter The Door. We See a Huge Mosquito That Holds The Host Of The Circus. DOWNSTAIRS THERE IS A Socket; WE INSERT THERE FUMITALS. Komar Releases The Director and Falls Asleep. We Build A Rocket: Put a Stepladder (Click on the Mosquito) And Load It With Propane, After Which We Set On The Lighter. Little Roller. We Take 4 Chips in Different Places: Right In The Center, In The Pool with Alien, On the Left in the far Corner. We Go to the Poce Where The Mosquito Exploded and Introduce The Chips in Color. Next, The Stepladder Takes 4 Balls and Put In Such a Sequence: The Yellow Ball Should Stand On The Blue Lines, Green – On Yellow, Red – On Green and Blue – On the Red. IT TURNS OUT THAT THE STONE HOLDS THE WATER, THE METAL GROWS THE STONE, THE FIRE MELTS THE METAL, AND THE WATER CARRIES THE FIRE. NOW THE CLOT WILL TURN INTO A STONE AND SHOW THE DRAGON, WILH WILL TURN INTO DUST. The Computer Will Open The Alice Magazine, and when you close the Magazine, The Titers Will Show.

End!

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