Prince 2. Continuation of the legend: Game Walkthrough and Guide

Solushen.
Basic Passage IS Given for Alexander, 99% of Quests for Characters The Same.
About the Features of Passing by Other Characters – We Look At The Very End.
Alexander
I Run On The Dungeon and The Camp – We Collect The Clothes. Narrem Flowers.
In The South of the Camp – We Will Talk With The Brothers – They Will Not Immediately Get It – Leave for the Future.
WE GO TO THE CAMUIT “ADJOINING” TO THE CAMP IN THE SOUTH (IN THE FUTURE YU-APPROX), WE COLLECT THINGS, BUT WE DO NOT SPEAK WITH A PEASANT – EARLY.
I donl go on the c-approx.
We Go to the Runway. ON THE ROAD FROM ALL MONSTSERS WE RUN AWAY.
Running Man In The Pit. First But Not Last In the Game.
Talked – To The Older – Talked With Targitat.
Sitted Around The Village – The Clothes Took – They Sold Talked With Savarkka.
Razbear – Take With Me (If You Do Not Want to Have It in the Future in the Detachment).
Pour Flowers.
Restalized Flowers from Visas Camp and Local Houses.
Pure Me.
Boringe.
Let’s Let Go of Raybear. Sitted Around The Village – The Clothes Sold. “House for sale” Wound on the Mustache.
Puting Flowers. 100 RUBLES ON THE SWORD A BOY – DO NOT SPARE. We BUY AN Antidote Go On With.
C-APPROXIMATE Volkhv – Let’s Talk About Targitai, We Will Bles. Grab The Mirror (Further On The Basic Leaves Of The Save – The Mirror – I Remember Where The Zakopano – Load – Room Shovel).
On in from the Wolf – Curable Hunter-Poor.
Boringe.
Go To The Merchant – Take The Cargo (Like for a Runaway).
Big.
Old Builder – Liberate The Prisoner.
We Accept the Village.
Build Kuzchtshtsu. We Will Send The Voyage to Rust Iron, Prisoner – To Warn.
Street – We Will Order A Tree.
C-Action Magni – Having Sink, Run Away On The Closuit On the C-in from The Magnifier – I Will Send (But We Will Not Kill) At Olga, Let’s See On The Firebird.
AGAIN IN THE RUNAWAY.
Big. Test Flowers and Reserve Again.
Take the Cargo in the Black Boron.
Black Boron.
Velislavna – I Will Become A “Governor of the Village”. RUN – THINGS SOLD.
Street – Build A Pier. Carpenters – Build A Ship.
S-Arr.
Volkhv – Order for a Pen from … Firebird. On The River Bank – Order to Catch a Catfish.
On in from from a fisherman – Talk to the “tourist” in the tent.
On The Road to the Firebird I Will Go to the CB. You can attribute cargo from the cb in bg.
Know the price for the ship to 30 to.
There Is Still Little Money. BUY TIME.
Firebird Muck Next To The Bird Will Give Nuts.
Bird Will Allow Himself to Pull.
By This Time, The Garden In Bg Is Ready – We Are Preventing.
WE Take The Cargo and Carry The Feather Mag.
We Will Talk About The Meaning Of Life, About the Weapons and About Tourists.
We Are Conducting A Tourist Home – We Put The Governor.
We Look The Cargo At The Merchant – IF You Are Lucky – Then in the Lower Camp – It’s Not Lucky (Or If It Did Not Other Other Merchants To This) We Go to the Lower Ourselves.
(Card Look in Screenshots on the Site K-2).
ON THE WILL GO ON A U-APPROX OF A PAR IN THE BURNT CAMP.
We Will Talk With A Peasant and Sore Ears With Local Robber.
In The Burnt Stretch – Maybe Already Charisma Is Enough for “Brothers”.
Helga’s Lower Camp – Talk, Promise to FREE.
Go to the Crown of the Government. Losing the First Rune.
WE ARE LOOKING FOR A GIRLFRIEND HELGA IN THE VILLAGE. We Talk – We Get The Key To The Liberation Of Helga. Conversation With A Yolla and Third Village – Yours.
Street – Arm The Village.
Helga Still Leave to Sign. We Are Looking for Archie (A Player In One Of The Long Buildings) – Caught in Money.
(Guess How) and Quest in the Forest Camp. Look At The Merchant – Maybe The Cargo IS Passing There.
On the We To The Forest Camp, We Sing Flowers (On YU-C) to the Eastern Entrance.
Forest Camp Let’s Talk to Magnus, AT The End of the Conversation – Naughty. We Get A Bit of Money. Talk to the inhabitants – We Go to Sigmara.
With An Old Man Should Talk Attentively – Much Depends on Him.
Chatting Before The Appearance of information on the sigmare-youungest and “Manifestations” of the Marine Camp. The Caravanver Take the Quest on the Robbers. Robbers on the Logice of Z-Approx.
3 People, The Level of Low, But The Are Not Bad (Do Not Forget to Check the Tents). AGAIN IN THE FORESTRY.
Forest Camp On – Which Is More Important – The Ekspa Went To the Money To the Caravanger and Archi).
On The Closuit We Cure A Sorcerer-Unapproach (According to the Principle – With a Successful Spell, IT IS SLIGHTLY LIGHTER, FURTHER – THE BRUTE FORCE) TAKE IT WITH YOU. Let’s Listen To The SELLING PLOT OF LAND, GO TO THE BOTTOM.
Nizhnya Rewind The Flowers, Put The Sorcerer-Notepow to LEAD.
And Trot to Boring.
FURTHER – RETREAT NUMBER 1.
WE RUN ALONG THE “BORIA-RUGET-FOREST-FOREST-LOW-BORINGE” CORRIDOR BEFORE ACCUMULATING THE REQUIRED AMOUNT (30 K) TO BUY A SHIP (TRIBUTE TO VILLAGES + LOUT FROM Robbers and Trains of the Lord) and Pumping Sign and Mixing. If We Do Not Want to Have Olga and Louchlava in The Detachment – Then Until Time Them Do Not Communicate With Thatm. (Exchange – Once A Day for Yourself – to Treat Wounds +1 Point, Mixing – If there Are 3-5 Gardens – Swinging Torque).
Will Pumping Up to 50 – Will Talk to the Savory in a Challenge. THEN WITH THE SECOND SIGN. THEN AGAIN WITH THE MEANHEAD.
Floored!
In Marine Camp.
ON THE WAY, SWING AND RICH. (Robbers – Freebies and Exp ON AND MONEY).
More Camp. SIGMARA – IN A DETACHMENT. Save the Feed – The Daughter of Kormchego in One Of the Houses in the Camp.
Father of Entry INTO PRISON WILL APPEAR AFTER A CONVERSATION WITH HIS DAUGHTER – THE FEED IS ALREADY KILLED – IN THE “NEBOEV” MODE TALKING OVER THE CORPE) But The Daughter Gives A Map of Another Island and Go To thesquad.
Kid Kikimora – Get From The Elder. We See The Gills In The Child and Go to the Kikimore (The Closet Between The Sea and The “Soup”. And YOU CAN KILL KICKIMARU – But Expes Will Give Less.) During The Quest, Damaging Is Damaged – Be Prepared – Or Hold The Tail in The Bag, OR Swim to the Magnifier for Treatment. Judge Singers – You Need to Be Smart (and m.IN. Charismatic-?). On the Village of the Village “Dream” for trouble in the form of three Bugaev. BETTER TO SCORE THEM RIGHT AWAY – THEN IT WILL BE EASIER.
To The Merchant – Take the Goods to the Shopping POST.
Shopping Post- “Man from The Pit” – You Need 3000 OR 3,500 Money.
AND THEN ANOTHER 5000 BUT THEY “RETURN WITH PROFIT”. I Do Not Advise Him to Take It Yet If We Want To Leave a Player in The Detachment.
“Chronicle of the Military Camp” – You Get From Nestor. “Merchant Singing Things” – In One Of The Houses – (And We Have Already Completed IT – Bugai In The Maritime). “Materialist” – In One Of The Houses It Can Be Taken With You.
Military Camp in the Camp Do Not Go.
We Go to the Sign – The Logation of The Adjacent VL (On in from the Camp) “Narcharm Lord” – Intermediates When The “Chronicles” Passing. Walle-Behave, Kill The Badge (As Always In Such Cases, Try To Fight At The Entrance To A Tent or House or On the Bridge – There Only One to Attack the Enemies). We Go to VL.
VL.
AT The Entrance – Remember K-1 and The Recipe for Living Water. Note by The Boss.
“Alcoholic” – lives in one of the tents we go to the vi. “Donoschik” – Give The Wine Boss, While He Goes to Disassemble The Blow to the Tent for the “Chronicles”. “Izyaslav-Militarist” – in the blacksmith.
CAREFULLY WITH A DIALOGUE. Shone Him to Pacifism.
I Do Not Exclude That We Are Passing Only At High Charisma – I Do Not Remember Exactly, But It Sems Not All The Dialogs Are Issued Immediately. Further – Running Through The Tents We Will Collect Things (In One Of The Tents A Strong Poison – You Will Prepare More Anticipation in Advance) and..
a) Just Go.
b) I Will Bring The Whole Camp To … TITS (We Are Protected At The Bridge and Friends Standing Behind The Arrows Helps).
Better Option – Believe and Check – The Beautiful Armor of the Lord of the Lord.
VOS Remains to Give The Chronicle and Finish The Quest “Wheat” If Thely Took A Person from the Pit Before.
Floored to Dragon -? Not.
Better First In CHB.
There We Will Put People to Sign – To Warn – To Joke.
Older – Arm The Village.
RUN TO THE MAGICIAN TO REMOVE DAMAGE.
We Go to the Boring House to Buy
FROMUEL THE DUTY OF ARCHIE.
Go to C-Approx. Magli – We Will Offer a House, We Will Receive Expuations, I Will Repair The Hut (If The Construction Is More Than 50) – We Will Get An Expi.
We Go to the Forest Give Debt.
Go to C-Approx.
Change The House to the Site. Mirror Digging Stones.
(Approx 2. Separate Conversation – WHEN MAKING 50 GIVE +3 OR +20 BONUS, AT 100 – + 6 OR +48. IT Better To Raise The Wicked – Twice The Smallest Stones On The OVERTOOK OF ARMOR AND AMULETS WILL BE NEEDED).
WHIP THE MASTER OF THE MASTER, THE LORDING SHIELD (IF YOU FIGHT THE SHIELD) AND AMULETS. If Two Hands Are One Of The Swords (Arcanum). Helmet Is Not Castuha.
Hike to North. And there Lake. And there Raft. Save. Fresh. Pomrem.
Restore Seyp. We Will Understand That You Have to Blear and Shoot On The Machine.
OR SIMPLY A SPAN OF A CARBON BLACK AND WE SWEEP WITHOUT IT.
Island.
Talk to The Guard and The Cave.
Cave – TWO LEVELS. BE SURE TO GO TO THE SECOND.
DROP STONES, FIND A BOTTLE.
ON GRAVES – THERE IS A PARA-Triple of Good Things for Satellites.
We Go to the Burned Camp
SL.
ON SCH Entrance To Mikhail’s Grave.
Switch The GHOST. Ring Take. AND AGAIN IN THE CHB.
And Now on the Dragon.
(Better Pour Tail).
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