Micro #25
21 января 2000 |
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Prohodilka - the passing game Die Feuerfaust 2.
Die Feuerfaust 2 For reasons passing the exam in the last issue of Micro does not appear continuation of the passage of a remarkable game Die Feuerfaust. Now this will be fixed. Thus, passage of the second part of this game: First of all, to regain the purse (POUCH "RUCKK"), then go to the southwest, southeast (SW, SE), peel off his horse (DISMOUNT), tie her to a tree (TIE HORSE TO TREE), wait (WAIT). VIEWING appeared Klaus'a (EXAMINE KLAUS), asks him for his badge to put on it (KLAUS "BADGE"), buy it (an icon) (BUY BADGE). Now we dress it and forward to the city. The town is a monastery, is knocking (KNOCK, fear not, there is a hero for life there will be), said the monk, "I came to Oberin'e "(NUN" OBERIN ") (or you can show him the mascot (SHOW TALISMAN TO NUN)). Hero of the plant inside. Inspect the cross (Black) (EXAMINE CRUCIFIX), reads number and write it somewhere on the paper after the word "black" (black) (EXAMINE NUMBER), wait (WAIT) - appears Oberin, and further: OBERIN "STIGGY", SHOW TALISMAN TO OBERIN, OBERIN "CHURCH", OBERIN "THANK YOU". Having a lot of useful information, we follow our horse, unties it (UNTIE HORSE), derive from the forest and throw a spell of invisibility on it (CAST UNSIC AT HORSE). Next go to the town church, dress a mascot (WEAR TALISMAN), inspect the floor and notice a strange similarity between pattern'om and mascot. Talking FAHREN ROSTOK (and write FAHREN ROSTOK) and transferred to this town, or rather the church in this city. Now go north, west and then south (N, W, S). Waiting until you get a horse and give her boy (BOY "HORSE"). VIEWING anything and everything (EXAMINE FACADE, EXAMINE COIN, EXAMINE NUMBER) and write it down on paper the number in front of the word "gold" (gold). In the church, the city has Rostok hours if to carefully examine, we know the third "Red" number (EXAMINE CLOCK, EXAMINE NUMBER). Then go to the university, inspect Zampf'a from the horns to the ears (EXAMINE ZAMPF, EXAMINE EARS, EXAMINE HORN) and wait until the soldier on it would go away. The result - have received a lot of important information that will be needed in the end of the third part. Go to ruins of the castle, go inside, light a Torch (TORCH "ZUNDE") and further down. Throw over spell power (CAST STARK AT ME), assort Dam (CLEAR RUBBLE) and forward to the South (SOUTH). Well, I hope you do not lost a piece of paper with recorded three digits? Now I have to enter their turning appropriate "dials" (TURN RED DIAL TO ..., TURN GOLD DIAL TO ..., TURN BLACK DIAL TO ...). If you did everything correctly, before you open the door and You can become the owner of the bottle and ring. The ring on my finger right dress (WEAR RING). Examine it (EXAMINE RING), put the bottle (DROP BOTTLE), turn the opal (TURN OPAL). Now it is clear what it is? Back to get out in the same way (TURN OPAL). Grab a bottle and ran to the stables. There we find his favorite horse (GIVE TOKEN TO BOY), put the bottle (DROP BOTTLE), sit on a horse (RIDE HORSE) and turn the opal (TURN OPAL), peel off the horse (DISMOUNT), turn Opal (TURN OPAL), take a bottle and go to the exit from the city. There, put the bottle, turn the opal, sit on a horse, turn the opal, peeled off his horse, grab a bottle, gets on roch horse and ride from the city (after you "lose" an icon, and his empty wallet). Text packed with Maxim Vishnevskim.19.01.2000
Other articles:
Network - modem communication and computer networks. |
AD & D - descriptions of monsters AD & D (Part Two). |
Prohodilka - the passing game Die Feuerfaust 2. |
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