ZX Pilot #13
12 августа 1997
  Игры  

We will understand - Game Description THE GREAT ESCAPE.

<b>We will understand</b> - Game Description THE GREAT ESCAPE.
   Let us?


THE GREAT ESCAPE
 OCEAN (C) 1986
 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

(C) ANDREW SCHOOL
(C) OLEG Baloo (add)


   Playing "The Great Escape" refers to the genre of 
Arcade-Adventure. In her excellent three-dimensional graphics 
(by the way, very good animation). 

   In this game you stay a pleasant prospect of prisoners in 
concentration camps. The goal, as is clear from the title - to 
escape from this camp.


   The game begins with the fact that the hero is asleep in his 
barracks. Morning comes into the barracks guard to lead the 
prisoners in fact. He comes a little earlier the signal to 
rise, but get out of bed to this signal can not - you 
immediately thrown into solitary confinement! 

   After a morning of checking will be breakfast, then exercise
(Walk across the yard), and evening roll dream. This schedule
easy to see with my own eyes: if for some time not to run
hero, he begins to move itself, strictly observing the schedule
camp life. Important only checking - if it is found that
Our hero is not there, then the first counter-guard to sit down
him in solitary confinement. Everything else can be skipped, 
although the protection of this is the best time is still not 
expecting trouble. The prisoner has Rail health, and for 
several days without food and sleep it's nothing. 

   To the left of the playing area shows the flag. This flag 
indicates quite a few things. The height of it on a flagpole 
means moral state of the prisoner (which is a state of affect, 
I will tell later). If the flag is completely down, then the 
prisoner posnostyu demoralized, they can no longer operate, and 
can only start game again (for this you should click "break"). 
If the flag changes from green to red, it means that the hero 
came into the forbidden zone. Quick flutter of the flag 
indicates imminent danger. 

   Under the playing area shows through (on the sash block) and
items that have the hero (in the beginning he did not).
A prisoner can be held no more than two items. To take
subject, we must stand beside him and press the "up" + "fire".
Throw item - "down" + "fire". Use the right (left)
subject - "the right" ("Left") + "fire".

   Items that bear the hero, the guards did not notice
(Exception - a search kagda incarcerate). But if the guard
stumble on the abandoned object, he immediately knows who stole 
it (Bottom of the screen appears "Item Discovered"), and then

the first guard, stumbled on our hero, puts him in
cell. Hence, to keep things in mind can not. But for
successful escape to more than two things! What to do?

   It turns out that before the prisoner is an excellent
storage and, moreover, a place where you can sit in the case
danger. This is an underground passage. Its entrance is located 
behind the stove in row prisoner (stove must set aside). In this

go dark; to navigate under the ground, you need a flashlight.
If it is, then you can crawl under a complex system of 
underground moves at camp (no lamp is very dangerous - it is 
easy lost). Very course leading to the esplanade. He was 
swamped with and to clear a passage, you will need a shovel. 
But this later. Let us return to the underground trenches - 
their in game two. The first is from the room before the 
courts, and the second is located in the "corridor" get into 
that can, if while walking out from the site in the first door 
and go down and then turn and walk up to the second observation 
tower. Pay attention to earth - here you can see the entrance, 
it looks like a square with dots inside. For In order to get 
into the tunnel, "potopchites" on the square. Progress will 
take you to the room where lay a shovel. Take it and run the 
first tunnel (the one behind the stove). Well, now You can 
clear the passage. 

   Now - actually about escaping. Necessary for him things
hidden in the premises of the Red Cross, who come to camp
in the morning (in this case illuminates the inscription "Red 
Cross Parcel"). Take parcel may be in the room right of the 
entrance to the dining room. Taken parcel should be "used", and 
from it rolled a hidden object (So ​​do not do so in the 
presence of guards). Total send four subjects (one at a time): 
a bag of documents, curling barbed wire, chocolate and a 
compass. 

   Documents and compass should take with them, Udyog to
successfully cross the border. Forceps are needed to overcome
entanglement. Since it is timely
restored the watchful guards, each time crossing
fence, we have to cut again.

   A prisoner can not be held more than two items, so
will initially be taken outside the camp documents leave
them there, to return to camp and again to break the will, now
already with a compass. Now you have to throw tongs to pick up 
the documents and run. If a prisoner escapes without a compass 
or documents then he was caught and thrown into solitary 
confinement, after which you can try embark on a new escape.


   Cut the wire it is most convenient, where boom premykaet
to the buildings. This is best done during the exercises - in 
this time in the camp less protection. At night it is better 
not to try to escape - You quickly zasekut searchlights and 
captured. 

   Why do I need chocolate - remains a mystery. It can give 
someone some of the prisoners, and he promises to divert it to 
himself attention to security. But what is a distraction, I find

failed. The strange effect is obtained if put chocolate
on the stove. Stove "zatantsuet" turn into a human, then again
in the oven, again in person, and finally get up in front of the
room that is very helpful if the guards chasing you.
Need to run into the room and close the oven pass - now through
this door the guards will not enter.

   In addition to parcels in the game there are many more 
items, but needed In my opinion, only three of them: the key, 
flashlight and form a guard. The key can take, turning on the 
way to the dining room through the door to the left. This key 
unlocks the door to the right edge of the dining room (the 
entrance), leading to the premises for protection. There are 
useful and kept a flashlight and uniform. The lantern can be 
lit underground passage; Tunic will secure when meeting with a 
security guard in a locked area ("using" uniform, it can be put 
on and take off). It turns out that not all objects discovered 
lying on the floor or ground - some hidden, and and bad. For 
example, under one of the watchtowers You can find the most 
useful thing - another key. This key You can open most "lower" 
the door (but not one that is in koredore of the fence). Going 
into this door, you can get into the corridor, where there are 
two doors. One of them is open. Sign In her and you find 
yourself in a room where lie very - very useful spikes. They 
open any door, but it should be noted that for In order to open 
the door to master keys need time to pick one that is needed. 
During one of the doors of the building which houses a dining 
room, are still two things: it is the third key and a strange 
object strange shape, which is very like a sheet of metal. 
Apply them anywhere else failed. 

   Now about the doors. If you have a master key, the door to
You are not a barrier. Much harder to play, if you except the 
keys nothing. In this case, most of the rooms of the building 
will be for Are closed. However, the game has a door that could 
not be opened even pick. This is the "bottom" door, which is 
located between the two fences. Get to this door is extremely 
difficult, If you do not have coats, as in the narrow space 
between the fences bear watch, not only people but also dogs. I 
do not know how You can open this door. Maybe with a third key, 
and could like - something else. Perhaps it is through this 
door can be escape from the camp?


   Now about the guards. All of them are dressed in overcoats 
and caps, and walking around with guns blazing. All but one, 
the camp commandant. He was dressed differently than other 
soldiers, and has the ability to raslichat you even when you 
are wearing uniform. 

   As for the morale of the inmate, then it
influenced by many factors. Every day spent in the camp,
slightly demoralized hero even more demoralizing to a 
punishment cell. In addition, the state becomes much worse if 
you leave at night and get into the spotlight. Raise the moral 
level is possible, committing theft (even useless things) or 
using items. 

   Finally - a little trick: you can improve morale
state, repeatedly putting on and taking off his coat
guardian. Each new donning a little invigoration
concluded by raising a flag.





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We will understand - Game Description THE GREAT ESCAPE.

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

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