Micro #25
21 января 2000
  Игры  

Prohodilka - the passing game Die Feuerfaust 2.

<b>Prohodilka</b> - 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.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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