As to play a game of a skuba of du

As to play a game of a skuba of du

From all games of a series of Skubi Du, the most difficult for passing is the game Skubi Du and the knight's Ghost. Here the player should solve a riddle of appearance of the illusive knight, to save the princess and to expose the criminal, having gathered against it evidence throughout a game.

Instruction

1. To play the game Skubi Du, enter it and open the game menu. Enter a name of the player and select complexity level then start actually a game. Having appeared in front of the lock, place flags before the hero in the same order in whom flags on walls are located. When the drawbridge falls, enter the lock.

2. Come the building with the inscription "War and Feast", talk to characters inside and enter the only not locked door. In the room take the broom forgotten at a knightly armor. Return back to the hall and give it to the hostess Voyny and a feast then get permission to examine all lock. Examine the lock, selecting all objects which can serve as proofs.

3. Open the left door and pass to the tournament hall. Having met the person there, help it to be selected from under an armor and talk to it. Following the results of a conversation, take from it bicycle number and agree to bring it a board.

4. Go to the yard of the lock and come into the right building. There find the dining room and talk to characters of a game. Help to set the table then take the bitten sandwich. From the dining room approach to the door about which bags are put. Pick up the brilliant screw-driver and open for it a door. Having entered the room, remove a knightly board from a wall and carry it to the character who gave this task. Receive from it in an award a small mirror.

5. Returning from the tournament room, look round in search of a red ball. Take it and you overlook the yard of the lock. Having met on the road of the clown, talk to him and exchange a ball for the poem. Now come into shop and buy an empty bottle then pass on the kitchen located near the dining room. Ask fat for the cook and pour it in a bottle.

6. Now go to royal gallery. Bring the manual pocket mirror to a huge mirror and enter inside. Examine records from all cameras, and especially that where the old man rearranges skulls. Remember an order of its actions. Leave a mirror and find a heraldic board in the lock.

7. Examine a board and click images of animals in that order in which they are listed in the poem by the clown. When the board is removed aside, pass in a cave. Reach a fountain and pick up the secateurs lying about it. Examine a fountain and throw the bitten sandwich to the piranhas living in it. Until they are busy, pick up yellow counters from a bottom. Follow to a balcony further and go down from it on lianas, previously having bitten prickles secateurs.

8. After that go to the weapon room, grease a knightly armor with fat and remove them aside. Pass in the formed pass and take a rope there. Then again return on a balcony and climb on lianas up. Reach the top room and take the book lying in a corner. Put it on a regiment and place skulls in the same order, as the old man on the camera.

9. Return to the become empty fountain, tie to it a rope and go down. Pick up a ruby from the earth, and then go back to the lock and insert it into a throne. As soon as it drives off aside, pass inside and release the princess. After that compare the proofs which are picked up during the game and bring charge to that character on whom you gathered most of all evidence.

Author: «MirrorInfo» Dream Team


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