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
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Prohodilka - the passing game Die Feuerfaust 2.
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