Tradition about the lost city: Game Walkthrough and Guide

Home » Game Guides » Tradition about the lost city: Game Walkthrough and Guide
December 7, 2022
21 minutes
93

By Jonny Gamer

Tradition about the lost city: passage

Several management tips. Inventory S "Double bottom". Right-click – Main Inventory. The second right-clicking on the open inventory opens access to the arms and the ability to communicate with various characters (click on the shield). I advise you to include subtitles, t.to. When reading the copyright text at the end of the monologue and when talking with characters there is a crap. It is possible to connect objects in the inventory in conventional way. A little about preservation. The specifics of this preservation game is that all subsequent "savy" written on top of the previous ones, and not in separate files, so you can not return to the previous episode. When you click "Save" and enter any file name, you are displayed that saving it is impossible. Speak OK and go out in the menu. Preservation on this episode was carried out.

Jebus (CD-1)
=============

Standing at the gate draw attention to the medallion on the left on the wall, listen to the conversations of the inhabitants. Return back, go straight into two steps, turn to the right for two steps, deployed to a broken wagon. Find and take a tough, rope and pole. Open the chest, take a big key. We return to the goal past an oasis (you can go and pay attention to the well, which then will come in handy). At the gate we connect the pole and rope in the inventory, we apply this construction to the gate. Click in inventory on horse, then on the end of the rope. Ap! Gate open! We enter the city. You can bind the forbas (click on its image from the inventory on a stick from the wall). You can wander around the city, going to all sorts of doors and listening to all the conversations of residents. If you don’t want to wander, you will immediately go to the business campaign. From the gate turn to the right, left, right, right. We see the left door, we enter it. We go to the barrel in the far right corner, take a piece of meat from there (in the inventory, for some reason, meat called "Salo"). It’s for a dog that will definitely meet on our way. You can generally not give meat the dog, it does not have a fundamental importance. Just a dog sorry! Come out of the door, moving forward for two steps, turn to the right. Here you can throw the dog meat. Let’s not go after the dog, we will not need it in the game. Turn left and left again. Go to the door. We listen to the conversations of the inhabitants. For us there is nothing useful here. Come out. We pass two steps forward, turn right and make three more steps forward (if the dog got meat, it will stand here). We look up, we find a closed hatch. We use the sword. Luke open! Here is no hope, climbing this hatch is impossible without a staircase. We go to search for stairs. We return back to three steps, unfold to the right (but do not follow). We look at the forest, we see some old man there. Bump it a couple of times, but he does not respond to our questions. Carefully look at your feet, we find a bunch of small pebbles and throw them right in the old man. Old man escaped, dropping something from the forests. Stepping there and raise a pumpkin from the ground (so in the inventory the subject resembling a small flask). We go ahead between the forests. Then step to the right and left again the door. Take a hammer on the table (everything will be used in the economy). We see another door in the same room. Apply a large key on it. It seems that the key came up, but the door does not open, and the key disgusted disgusts. So it was useful "pumpkin", which the old man dropped. Apply it to the key. Door opened. We enter, take the staircase. We go out on the street, turn right, left, right, left, left and three steps forward. Put the stairs and go upstairs. Here just in case we keep. We pass four steps forward and see another staircase upstairs. But we remember the harmful old man, and therefore look at the top. We use the sword. That’s right, the old man escaped again (if you still try to go upstairs first, then wait for the adventure in the form of a bucket on my head). Climb upstairs and see that malicious old man will not hurt. Well, wait! Quickly get the sword and cutting them the rope on the bucket until it fell on the head. The old man has time to escape. Can now move forward. Looking around, we see that there are almost all the boards ahead, and you need to move forward with great care, otherwise we risk falling around and break your neck. We are moving along the left extreme board, on the third (counting from the wall), at the extreme right, extreme left. We will rise up the stairs, stepping into the passage between the boxes. Step forward, turn around, take a tool in the form of a queen (in the inventory it was called "body"). Two steps forward and right to the end. On the left we see the steps in the rock, but before them is so easy not to get. Raise your head up, we see some kind of ring on the beam. We use the rope, and here we are already at the other end of failure. Left take the board, turn back and put this chalkboard for failure. The way back is provided. We go along the steps up four steps (in the first cave there is nothing interesting for us). We look at the entrance in the second cave, move some skin. We come in and just in case they will continue again (the old man is wandering somewhere). We pass forward to the second curtain, we apply a sword on her. Yeah! Here, finally, and got into our hands. This malicious old old man. Asking him with addiction to all possible topics, after mentioning some letter, the old man suddenly falls asleep (tired, poor fellow, until we were constructed. How to wake him? Remember the well in the oasis, but we have no bucket. We find an empty bucket immediately in the cave and go to the well. The failure I remember about the rope, taking it with you. Gently pass on the boards, go down. Three steps forward, three steps to the right, left, left again two steps, to the right, right. We leave from the gate. What did this architect talk about writing? From the gate we make a step left, turn to the wall, look. We connect the hammer and pie in the inventory, we use this construction on the brick in the wall. Get out of the cache Casket (pearl). Okay, then we will do it. Now we need to rush. Deploy and go towards an oasis. We reach the well, connect in the inventory a bucket with a rope, get a bucket with water from a well. Hurryly familiar to us by the cave. In the cave with gloating, press the old man with cold well water. After such a soul, anyone will wake up, and our old man is not an exception. We continue the conversation with the old man. Then take a nail, knocking in the inventory with a wooden hammer on the box, and then pick up the lock in the box found nail. We read the letter, say again with the old man. Watch Roller.

Jerusalem (CD-2)
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East market. Day.
———————-

Speak with a groom, give him a dinar so that he looked after the forbas. We go to the bazaar, talking to the surrounding. Find out what to help us can only "Former wealthy gentleman", Yes, and it is not free. He needs a casket from a jeweler. Come to the merchant vegetables. This cute man gives us a gift (just think!) One lemon (although this lemon is all equal to us). Then speak with the trader plants. We solve the proposed mystery. Unlock plants in the following order:

Anis – Taz
St. John’s wort
Malva – Heart
HELIMOSIN – Lower Part
Artemizin – Makushka Head

We will deal with small steamers: we cut the hanging plant by the dagger at that moment when the merchant does not look at us. Then go to the shop on the contrary, to the jeweler, talking to him. He complains that he cannot read the encrypted letter obtained from their own "Spy". The point is corrected. Apply in the inventory the plant we stolen on the letter, and the secret immediately becomes clear. In gratitude we get from the jeweler ordered by the casket. We speak with a man who drinks tea (we all spoke about him). If we agree to fulfill the request of the old man, then click on the shield on the left, and if we do not want to bind to it, then click on the shield on the right. It is better to immediately refuse to help the old man, because nothing good will not come out of this (remember that the eastern people are cunning). But if we are still so noble that we help everyone and everyone, please bring him these healing herbs, but it’s certainly not worth cooking a drink for the old man! Then come back to "Mr". Well, you can not believe anyone, we are simply inflated (as the most ordinary "Loha"), but as a result we still fall on the street we need.

Forge.
——–

From the gate, make a step forward and immediately turn into the right pass, we make three more steps, we go to the second door, we get into the forge. First looked around. In the right corner, we take a bucket with water (some kind of good premonition that it is necessarily useful), in the left corner we take another sword. We go further, we look at some iron parts on the table. In front of the fireplace inspect the iron. Well, looked around, somehow started, now you can talk to the blacksmith. The conversation interferes with another person who suddenly appeared due to the curtain. Speak and with him. Then go back to the table, we collect these pieces and go to the fireplace. There we collect this terrible monster, planting parts on a protruding core (good, all the details are numbered). Isaac silently invites us to fight with one-handed mind. Here again keep just in case. Insert the sword found in your hand. Kindish begins to swing the sword, but we quickly get a bucket with water (the premonition did not deceive us) and splashing the water directly on the one-horned bandit (otherwise he can win us over. Our sedenth helped us and this time. No, so it will not go, we decide, and we take everything into our hands.

East market. Night.
———————-

We turn out again on the eastern bazaar, but now at night. Find shops of our old familiar trader herbs. Of course, the door is locked! We go ahead on the light of the lamp and get out of the rods, we return to the shop. We wake the door (this is not a small steal, but the theft with hacking, but it does not stop us). We enter the shop. To the right, we take a wide pot with pollen diizil, take a menzurka from the upper shelf, take a bottle at the bottom under the shelf, we find a manuscript under the welcome, we study her. So, still need some kind of bottle. We look under the welcome on the left, get the right bottle. Take a minzurka from the inventory, put it on the counter. Started! We take part of the cornel pollen, then part of the Mountain Juice, repeat the operation. Fill the red bottle with this mixture. But whether we did everything right, I would not hurt to check. Turn back and see a small mouse on the floor (well, why not a piano in the bushes?). Fill the plate content from the bottle, the mouse fell asleep.

Jail.
——-

Once upon an area, we see a prison tower. We take a step forward, look at the guard. Here are drunk, drink without ceasing! But it’s unnoticeable to them. Need military cunning. We look left, there is something hanging under the cornice. So, we already have the right. We return back, we find some icicles on one wall under the roof, cut off one of them by the dagger. We connect a drug in the inventory with drifts, then with Pracenta. Making a step forward. It would be nice to preserve. Thrust Running in the luminous window. Guards immediately fell asleep as a team (do not need to drink when!). So far, the guard falls asleep, quickly get the sword. Short fight with jumped guard, and now he is already dead. Come to him, dagger cut off the key ligament. We go to the door from which the guard jumped. There is nothing interesting in Camork. The first key opens up the next door to us. Let’s go into the corridor with cameras. We can open all the cameras in search of an astrologer, and we can immediately open the third door on the right (blue key). Find Astrologa. Here I also advise to preserve before talking with the astrologer. Sometimes it happens that the astrologer refuses to help our hero and the game ends on this (the glitch is such that?). After talking, we turn out again in the forge, talking to Isaac, and he agrees to take us to the Quamar library.

Library.
———–

Speak with Isaac, who advises us to find a chance map. We start looking for. We take a step left, find a box on the shelf. Unfold, go to the left corner, look at the sofa, find the key there. Open this key box, we find a frame from the sky card and 12 zodiac signs. Only these signs are not at all like modern. We look to the left, remove the balls from the bowl. There is also something not quite understandable. Remember the cell in which the fish is located. Returning to the table, put the frame of the skies on it. We put first sign "Soma", Then counterclockwise all the other signs in a row that follow the sign "SOM". Installation Installation Sign "cat" Over Fish. So in what order there should be marks (counterclockwise): "SOM", "stork", "Sokol", "peacock", "the Dragon", "mermaid", "donkey", "Knights", "rabbit", "Vol", "boar", "cat". We take with you the collected map and go to the balcony. Before the balcony on the shelf right, we take a large crystal ball and gear (in inventory "Sharushka"). We take a step on the balcony, carefully look at the floor in front of yourself (a little lowering the balcony fence). Before us back robot. Insert the gear above the box. Turn this box so that we have an abstract black and white-yellow drawing. Then make a step forward and unfold. Carefully look at the floor (approximately the lower right corner of the square of four plates). Put on my hand the robot gathered the map of the sky, put on it a big crystal ball. Right in front of us sign "Knights". Turn the whole design so that we are already a sign "peacock". On the right on the robot belt pulsating inscription lights up with even light. We look at the belt. The inscription appeared at the bottom "Jerusalem". Click on the belt and turn out to be in front of the palace.

Castle.
——-

We go towards two guards at the entrance, we speak with one of them, we pass weapons. Speak with one-eyed victim. We enter the palace, talking with Khan. We are offered to undergo the royal test. Agree (and do we have a choice?). When you first test, we offer to remove the needle from the wax doll to return the life of the maid. Remembering that the East is a delicate, we will not hurry, and first we will look at. Turn back, make a step forward. Left take onions and arrows (apparently, the guard was not working). Go back and look back lamps. Click on the lamp to the left of the vizier (you should not experiment and pull out a needle from the doll, only waiting for this laughter from us). Lamp drops down. Apply a doll on the lamp. The first test was successful. With the second test, we must balance two bowls (do not try to divide the weight of the equally, we are in the east!). There are several options, but on one of the cup weight must be equal to 26. Here is one of the options: in the left cup of Giri rates 10, 8, 8. In the right, respectively 10, 9, 7, 5, 4, 4. Pretty royal justice! Box opens, take a flashlight from there. The second test passed. After the proposal to go through the third test, it is best to preserve. Next test, we need a quick reaction. Unfold, make a step forward. Attention! Further everything is done very quickly! While Khan is visiting the falcon on us, get onions and arrows from the inventory and shoot a bird with the go, until she crushed her eyes. UV! All tests have been successfully completed. Watch the video about our brilliant victory over Khan. After the battle, speak again with Vizier. We get the keys to the camera of the astrologer and exempt it from the prison.

Caravanserai.
————–

Once in a caravansera, start searching the caravanger. We speak with the first drivers, unfold, take a torch from the wall ("Burner on fire"). We speak with the owner of the falcon (I don’t advise the most falcon itself, the former skills of small theft will not help here, rather, on the contrary, for theft, you know whether the hands are cut off in the east). We go to players in chess. Next to them find a magnifying glass. Help the player to win the game in chess. Take a white elephant and move it diagonally for two moves ahead. In gratitude we get a map, but we can not take it to yourself yet. We go to the pen, we find a caravanger there, talking to him and get a mysterious brooch from him. Come out of the pen, we will finish the left. There in the cheese of the rubble we take a couple of stinky fouls, and between the barrels we catch the mouse. We go to the very last tent, talking to the astrologer. Find on the floor of the needle. Now we will deal with brook. Put the brooch on the sand, apply a magnifying glass. Needle click on the numbers 1, 2, 5. Brooch folds. Let’s talk to Quamar again. We go to the map, connect smelly pancakes and burner on fire, then hot pancakes apply on the card, put the brooch on the map, look at the area on the map. Now the map can be taken with you. Take again about everything with a caravanger. He is ready to take us with him, but we have to kill the ghouls who eat people. Twice answer the affirmative (choice, as always, we still do not have). We volunteered to help Kuznets, only he needs three stones: black, white and red. The astrologer immediately tells us one address, and we rush in his tent. In the tent, we talk with a cute lady, which is ready to give us your stone in exchange for falcon. But the falcon we will have to get, applying military tricks (buy it we cannot in connection with the catastrophic absence of any money). Come out of the tent, we see a large vessel, we put a caught mouse there. Somewhere here we saw an abandoned bag. We go to the goal, we are deployed and approaching a bag, with the help of hot foddes we set up it. Starts stirs. We use the busta. Come to falcon, click it on the nose. Falcon caught, one stone with us, and we turn out again in the palace.

Castle.
——-

Already familiar to us one-eyed Vizier (ah, sorry, now Khan) is ready to share with us another stone, but before we have to detect the records of the legend about the gaps that we are literally under our nose. Without talking from the place, we take a bubble with ink on the table, pour these inks into a large vessel on the right on the table. Left take a decanter and lower it into a vessel with ink. We listen to a few tips on the fight against ghouls, we get the promised stone and find ourselves in the blacksmith.

Forge.
——–

We speak with the blacksmith, give him his weapon to deliver, talking to Isaac. He is also ready to help us in magical protection. To do this, we independently make our own printing on the proposed formula. That’s how our seal should look like (you need to start right away, because we are in the east): straight, semicircle with a point, octagon, triangle, octagon, semicircle with a point. The astrologer appeared gives us a mysterious parchment.

Last Battle. (CD-1)
==========================

Go on the road with a caravan. The sun rose and it’s time for us. Sit down on the forbas and arrive at the place. Turn left and examine the area behind the river. Sold by bush and raise Chalm. We return to the place and make two steps forward towards the oasis. Turn around, raise the branch. We are unfolding and moving forward. We find a stone, put a branch on it, set it on with a magnifying glass. In the inventory we connect a branch with a chalm, we get a torch, set on to this torch on fire. Now you can go to the gorge. Here I also advise you to preserve. Quickly go down the steps on the bottom of the gorge. Do not spend time on the survey of the surroundings, immediately go to the left of the steps, we do three steps, we turn around, we see a huge stone, covered with leaves. The sword is evolving the leaves, look and see the hand, clamped in a fist. We turn the fist with a sword, get a white stone. Then they also move quickly towards the waterfall, we apply a parchment on it received from the astrologer. After a small roller, we turn out to have a river with two ghouls. Here you also need to act quickly. Give the sword, moving towards the first monster. He runs away from us. We drive it on the other side, we jump onto the stones and apply the sword on the fool. If everything is done quickly and right, then a miracle that we promised (after all, we have a white stone and talisman). Watch another video. Here also advise again to preserve. After the victory, we are talking in turns with fellow travelers by the fire: a poet, a caravanger and our old combat comrades. Go to bed at the fire, and see whether the dream is. Some monster begins to throw fire in us. In principle, it is possible to dodge from this fire, but this problem does not solve (with a threefold hitting the game). In our inventory, a whole gallery of people with whom we had to face during our journey. Need to decide which of them is really ready to help. It turns out, only the Cardogne, our old combat comrade, is ready to help us without any reasoning, closing us from a monster cockpit. Therefore, you need to very quickly, until we hit us three times, open the inventory and click on the Cardogog icon. And then: the continuation should. But this is a completely different story.

He played for himself, and wrote Galina Yasnikov for you.

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