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│ 4. PASSAGE │
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(C) A. Zaitsev
Hello, here I am with the fourth part
descriptions of the game "48 IRONS".
Level 4. Scary dream.
At the watchtower, take the tamper and
use it to scare away a sandworm.
take the “dew collector” from our ridge and
get them some water in the hall.
Jump into the well with a grenade and collect
noah water. Sink the deep worm -
get "water of life". Explode with a grenade
old collapse.
Go further and fall through the hatch. Nearby
with "Lifeless" drink "water of life".
and take the crysknife.In the cave of wisdom
talk to a yogi.
Find the secret library in the hall, and
there is a map in it.
Let Chatterbox talk to the Duke, and
then give the duke the card.
Blow up the drone plane with a grenade and repair it
his remains are an old all-terrain vehicle. (To be-
la technique)
Give the slacker the Crysknife in exchange for
silsuit, then speak Chatterbox to him
teeth. (So that there are people)
Give the duke the card again. He will give
you have a contract, you can leave it right there.
Having passed through the desert (carrying with him
silsuit), take a corkscrew from the winery, and
in an abandoned castle - an imperial decree.
Take a chainsaw from the pantry.
drill a hole in the hole with a corkscrew
drain and fill with extracted petroleum gas
lu.
Use a saw to cut down an enchanted oak tree. In the sky -
sah take the enemy form.
Presentcontract to the Duke, he will give
spice. Give the spice to yoga.
Wake up a friend in an abandoned village
from the yogi and give him the enemy form.
In the storage room, take the ax and
cart with rubbish.
Use an ax to break down the door at customs.
Give the trash to the beggar. Present it again
contract to the Duke, he will give more spice. Ta-
Show the scammer the imperial decree,
cart, paper and spice. He will give you the keys.
Use the keys to start the iron and fly away
straight to the fifth level.
Wait for the fifth part of the description.
Bye.
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