DUNGEONS OF CASTLE BLACK
(C) Mg.Beeper & Komissarenko Alexander
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== Preface ==
In the most ordinary fairy-tale queen
trouble comes. In a quiet forest, on his
on the southern borders appears a cunning and insidious
master wizard Barlad Dearth, perfect
mastered the art of black magic. Nobody
does not know from which lands he came.
Soon the surrounding residents begin to guard
thread forests, which are dark witchcraft
forces made it mysterious and impenetrable,
with many merciless traps and freezing
some deep swamps. The forest was overrun by Goblins
us and Orcs are ugly and cruel warriors
Barlada Derta. And in the very center of the forest,
which is now called nothing more than Conception
forged forest, the wizard erected the Black
lock. No one has been able to reach it and
come back with impunity.
But the wizard does not rest on this.
Having learned that a beautiful woman lives in the palace
Princess- the only daughter of the King - he
sends black ambassadors to her father to
ask for her hand. The Proud King refuses
them, but the ambassadors appear twice more. Each
the second time they descend from the sky on the mighty
winged horses. Only the King can do without
fear of looking into their eyes - so painful
A powerful and formidable force comes from them.
But the King is adamant, although he understands:
Barlad Dearth doesn't give up so easily
your intentions. And so, when the ambassadors
leaving the palace for the third time, the Princess is
scratches with them. Wizard's Spell
takes her to Castle Black, where she
terribly refuses to become the sorcerer's wife.
He, unable to contain his anger, po...
casts her into a magical sleep.
Throughout the kingdom, heralds are calling
dared souls, promising any reward to those
who will free the Princess. One by one
they leave the capital along the Main South
path and disappear into the Enchanted Forest. But
no one comes back: Black for-
Mok knows how to keep his secrets...
Хотите попытаться миновать западни За-
чарованного леса, сразится с беспощадными
воинами Барларда Дэрта, проникнуть в Чёр-
ный замок и разрушить колдовские чары? Не
боитесь ли вы? Если нет, то собирайтесь в
путь!
-= Подземелья черного замка =- As it should be in fairy tales, the journey
starts in front of the royal palace. Uz-
Nav, why did you come, the guards are seeing you off
you into the Throne Room, and you appear before
King. Delighted that there is still
his kingdom has heroes ready to take risks
even with his life for the sake of his daughter, he
sends you to the court astrologer and
the wizard, the best expert in the kingdom
White magic - Mailina. After all, you will have to
fight not only with warriors, but also with
evil spirits - you can’t live without magic on the road
make do.
However, even Myleene cannot predict
child of all the might of Berlad Dert, and
You have very little time to study. He
only manages to teach you the most necessary
we spells and give some advice.
Here are the spells you have learned:
CAST OF LEVITIATION - with its help
you will be able to rise in the air and fly
overcome the obstacle that you encounter
tickles. But be careful: the spell works
doesn't last too long, and if you don't
If you calculate your strength correctly, you can
they will fall to the ground before they
obstacle or danger will be behind.
SPELL OF FIRE - will help you in need
moment to createthere is a ball in the air and in the direction
use it on your enemies. But in enclosed spaces
in any case, they must be used carefully,
so as not to start a fire.
CAST OF ILLUSION - you will create
your enemy the necessary illusion and the ability to
those to escape in those situations from which
there will be no other way out. But the spell is gone
illusions are dangerous witchcraft: after all, an illusion
dissipates and the enemy will understand that he has been
worked hard.
POWER SPELL - will add strength to you and
will increase the impact power.
CURSE OF WEAKNESS - will make your
enemy clumsy and clumsy, will weaken
the strength of his blow.
COPY SPELL - with its help you
If necessary, you can create an exact copy
your opponent you will
control. Before you get to
you, he will have to fight his own
A copy whose skill and endurance
will be equal to his skill and endurance
tee. If your enemy defeats his Copy, then
you will have to fight him yourself. If
copy will defeat the enemy, then the spell will
becomes powerful and the Copy disappears, and you continue
you press your way. But if there were opponentsseveral, but you wanted or were able to get a copy
create one, then you will have to fight with wasps
steel.
HEALING SPELL - at any time
(but not during battle) will add 8 to you
reincarnation.
SPELL OF SWIMMING - you will never
we saw neither rivers nor lakes, but on the road we
Anything can happen. You no longer have time
neither learns to swim. But with this
spell you can swim across any water
new obstacle that you will encounter. But
be careful: as soon as you enter-
those on the ground, the spell will lose its power.
The astrologer warned: your level is
th mastery allows you to take advantage of
cast spells only 10 times. Therefore
you can choose any spells and any
a lot of them, but they shouldn’t all be
be more than ten. Determine their infection
her. Remember: every spell uses -
only once, after that you have to
you have to cross it out and make do with the rest
shamy.
Of course you don't know what the enemies are
and obstacles will come your way. Pra-
the right choice should only be suggested
your experience and intuition.
Myleene offers two more pieces of advice.Vo-
first, to navigate the confusing
forest paths and in the castle, if you are up to
you will reach it. The map will help you. Draw
her as she progresses. Secondly, for
many magical sacraments require vol-
magical items. Try on your way
march to get as many of them as possible - with
in case they will help you. But be careful
roars: the enemy’s cunning knows no bounds -
any traps are possible. After talking with
astrologer you will again appear before Ko-
role. Nobody knows what you might like
needed on the path to victory, so from
palace you take with you only the most
necessary: sword, flask, backpack and 15 gold
lotyh.
The king orders one of the heroes
Dov will take you to the beginning of Enchanted
forests so that you don’t feel the need on your way
neither in food nor in drink. On the way you
you ask the herald who the Goblins and Or-
ki, which you heard a lot about in the palace.
He says that Goblins are scary
new and disgusting evil spirits growing
about the size of a person who has faith and
serve the wizard with truth. There are few of them
видел. И совсем уж никто не видел Орков.
Говорят только, что они повыше и по силь-
нее. Но и с теми, и с другими лучше не
встречаться. В пути вы ещё раз обдумы-
ваете последний совет, данный Майлином:
Барлард Дэрт достаточно могущественный
волшебник, чтобы даже малой частицы его
мастерства,handed over to especially trusted
soldiers, it was enough not only to
resist your spells, but also impose
live on you, no less fast and
strong. Be careful!
But here the royal estates come
it's over. Here you have to dismount: the forest is
is bewitched and will not let the rider in. Herald
says goodbye to you, and soon only a distant
the sound of hooves reminds you that you were not
one. And Black, mysterious and motionless -
The Enchanted Forest is waiting for you...
If you are prepared for those unexpected
the people you will have to meet,
expect this wonderful one in the near future
new game.
р.s. I will sell the plot of this game inexpensively.
-----
AFRICA ON FIRE
Hello, my friend! Do you want to listen
a fairy tale? Today I will tell you what new
games are prepared for you by stupid guys
rammists. Now the circle of young nativists
Zevtsev concept is being developeddiversity
different models of fratricidal wars.
Imagine that you are a UN observer,
who was sent to Central and South-Eastern
exact Africa for resolving the arose-
our conflict. You are not armed yet.
Study the memo handed over for completion.
tion of the task. Maybe she can tell you how
get out of difficult situations in which you
you'll get there.
TYPES OF WEAPONS OF NATIVE TRIBES
CENTRAL AND SOUTHEAST AFRICA
(theory and practice of fratricide -
war. UN Observer Memo.)
* War elephants with a rocket launcher
"Hail".
After the first shot, the elephant is torn off
head and headless body bears the
dock further into the jungle. The rider can
swing a saber. From manual equipment -
In addition to the woodpecker, the native has
bloodsucker spider ligatures and blue eggs
thrush (in some versions these are go-
blue thrush;-), using them as
pomegranate* Giraffes.
Used in foggy weather. Invo-
they are perplexed and take flight
enemy with an unexpected appearance from the
mana and roar in bad Ukrainian (in non-
which versions - in literary Berber-
skom): “Totya Asya has arrived!”
* Frost-bitten woodpecker.
A dangerous weapon in the hands of a skilled native
tsa. Being a service weapon, it strikes
vulnerable spots on the enemy's body, not
covered with a bandage. Spit woodpecker
considered poisonous.
* Mercenaries.
Purchased from Antarctica at wholesale
the price of hordes of penguins in black and white
suits adapted to suit
ditch wind conditions. Destroy personal
composition, biting enemy hippos and
forcing them to belch the landing right into the water
farms with crocodiles. Hippopotamus without personal
composition - a living monument to water pollution
home. (Hint: to repeat the
Denia hippopotamus in combat readiness
need to be sprinkled with rose petals. Touchy
the hippopotamus perceives such actions,
like mockery. Maybeor run out onto the
reg and trample the sprinkler, or return
to the jungle for a new landing party).
* Natives on running ostriches.
Representatives of the motorized infantry.
During short but fast runs
a native is capable of spitting out the eyes of 7-8 black
to our brothers. During the period of burying the head
ostrich in the ground design is pa-
the brunt of the fratricidal war, the guard
subject to the provisions of the Constitution of UNESCO.
* Jerboas.
Extremely dangerous. Mobile hunger-
new hordes are sent to the enemy's location
at night. Having kidnapped the main commander of the pro-
green grass, jerboas hiding in the thick
jungle, where, having abused him, tor-
They eat it fiercely.
* Turtles.
Psychic weapon. They crawl into the
position of the enemy troops and lie non-
noticeably in the sand. If you accidentally step on
on their shell, emitting a heart-rending cry,
biting exclusively on toes and ears,
thus making enemy troops unable to
violent and scattered. They create demora-
the licking mood is unbearableheart-rending
screaming.
* Moles.
Shell-shocked and deaf, they dig holes for
jerboas. (HINT: after
your plane will fall in a waterless desert,
try making friends with the mole. Moles can
used as a Tamagotchi in Tomi watches
leisure time for a paratrooper. Tame him
(feed boiled pearl barley porridge with carcass-
ears) and play rounders with him and
bottle for undressing).
* Hamadryas.
Used by the natives as
long-range hand weapons. During
My flight hamadryas shits a few
units of enemy military equipment. Landing
swearing, does not surrender, but continues
guerrilla warfare, putting heaps on
personal belongings of senior officers.
* Hippopotamus.
Infantry fighting vehicle. Swimming up to the be-
regus, burps the landing party, which from the woodpecker
mi to advantage bites into the ranks of the enemy -
ka.
Short summary: computer game
"Fratricidal Wars"maximum at
is close to real conditions and will teach children
tey and teenagers strategies and tactics from-
efficient battles and regional wars, and
also love for nature.
We are waiting for your suggestions.
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