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Читы для Dust: A Tale of the Wired West

Чит-файл для Dust: A Tale of the Wired West

A Tale of the Wired West

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Cyberflix Incorporated
Издатель:GTE Entertainment
Модель распространения:розничная продажа

Даты выхода игры

вышла 30 июня 1995 г.

Solution [ENG]

Информация актуальна для
General Hints: Talk as much to each character as possible without insulting
them. For instance, do not ask to meet Jackalope's girlfriend, and take care
to feed Bloodstone's ego. Some characters require only specific answers in
order to get through a c onversation. Listen to what each character tells you.
Most information is important, although some clues and objects in the game are
decoys. Gather as many items as possible, and try the items in various ways in
different areas of the town. Any item mentioned here as "explore (item) " is
not significant in completing the game, but is something interesting in the
environment. Characters tend to wander around a given area outside, but will
be found near the buildings mentioned if you are going to meet them.

If you should run out of pocket money, Mr. Help will give you a little-even if
you have put all your money in the bank. But, you must have more that what you
started with to continue the game on the first night. The best way to do that
is play Blackjack . Save before you begin playing, and bet everything. Save
again if you win, return to saved game if you lose.

There are lots of characters who will take cigars, flowers, or a sip from the
jug. The ring could end up several different places, if you don't follow this
walkthrough. Go back to the person you gave it to, and if they don't have it
they will tell you w here to look. If it disappears from your inventory, try
Help. Some items you don't need will disappear after a time from your
inventory, as well. If you give away the flowers and want more, go back to
where you picked them up. There will not always be more flowers, and the
cigars are limited.

This walkthrough was designed to allow as much experience in one game as
possible, and to allow a sub-plot between your character and Ruby to develop
fully. Not all listed steps are necessary for game completion. The main goal
for each time period is li sted first, so if you stray from the walkthrough
you will know what is expected. You may gather more than one of some items,
but your inventory will only hold one of each thing. If a more detailed
description might be helpful in solving some area, the c lue is marked with an
asterisk (*), and the details are found on the last few pages. This will allow
you to do some thinking for yourself, while still getting as much out of the
game as you can. Happy hunting!

Day 1-Evening: Get A Place To Sleep Talk to Leroy. Try to pick up the jug.
Read town signs. Pick up the jug after Leroy leaves . Confront the town dog.
Talk to Mr. Help. Pick up the bone. Give it to the dog. Talk to Mr. Help
again. He gives you a ring. Talk to Jackalope. You can offer him the jug. Tell
him his girlfriend sounds perfect. Get as much out of the conversation as you
can. He gives you a card. Go to the end of the street to the hotel. Talk to
the clerk. Go to the lobby. Save game. Talk to Laurel *. Reload game and
repeat conversation, if necessary, until she gives you a knife. Go to the red
couch. Get extra money. Go upstairs and knock on Room 1. Get as much
information as you can. Exit Hotel. Go to the Hard Drive Saloon. Talk to Gus,
the bartender. Buy a daquiri. Go to to Nate at the end of the bar. Buy him a
drink. He will tell you a lot. Read house rules on the back door of the
saloon. Save game.

Play blackjack until you have accumulated around $200. It is possible to get
much more, but that is all you will need for the game. Say hello to Isao, the
piano player. Talk to Oona. Give her the knife you got from Laurel. Ask Oona
about herself, and about the piano player. Talk to her a second time, and pay
her to go upstairs. You can click on her again before you go upstairs, to get
another comment. Go upstairs in the saloon. Talk to Sophie in room 2. Knock on
room 3. Save game. You may need to go through Ruby's conversation again, if
you don't get results the first time. Knock on room 4 three times. Talk to
Ruby*. Get saloon key. Go dow nstairs. Play the slot machine. Save game. Play
poker. You can use the ace to cheat, if you think you will not get caught. If
you do get caught, reload game and try again. When you are finished, quit
poker and accept a whiskey from Mez.

Talk to Mez . Talk to Nate again 3 times. Explore picture behind the bar. Have
Gus fill the jug. Exit to street. Go toward the hotel. Meet Mr. Bloodstone.
Accept the cigar. Follow him to the hotel. Continue talking to him. Feed his
ego, and ask a question, feed his ego again, ask another question, etc, until
the questions are exhausted-then choose another subject, until you hav e as
much information as you can get from him. Quit conversation and talk to the
hotel clerk. Pay him $9 for a room for 3 nights (don't give him the ring).
While waiting for a room, go upstairs. Give Riviera money if he asks for it,
and he will kee p giving you information. Go to the end of the hall, outside
your room, and knock on the door two times. Exit hotel. Save game. Meet Mrs.
MacIntosh. Say "I'm sorry." Get invited home. In the parlor, read letters on
the mantle. Explore pictures on the wall, and the sofa. Explore book cases in
the parlor, and pick up the postcards.

Meet Marie, and ask as many questions a s you can. Listen to the story about
the Yuni mission. When invited to stay, decline. Exit dining room and front
door. Go to the hotel. Get hotel key from clerk, and read message from
Jackalope. Save game. Exit hotel, and follow Jackalope. Fight Dale Belcher. If
you do not knock him out, return to saved game and try again. After Belcher is
knocked out, click on him a couple of times. Turn around and read the
newspaper on the front porch of the newspaper office. Continue forward, and
turn left at the house. Go towards Leroy at the target range. Meet prairie
woman, and give her $5. Talk to Leroy. Do not offer him a drink. Walk toward
the hotel by the MacIntosh house. See Nate by the back fence. Talk to him. Go
back to the hotel. Say go odnight to Bloodstone and Riviera. Look out the
windows in the hall and in your room. Go to bed.

Day2-Morning: Do 2 of 3 "Chores"-find boots, gun, ammo Leave room, talk to
Jackalope. Follow him. Give money to Riviera & get information. Go downstairs.
Talk to Jackalope and Laurel. Apologize to Laurel if necessary, and ask what
she is going to do. Eat breakfast. Take biscuits and sugar cubes. Read paper.
Explore dishes and silverware. Exit table. Explore dishes in the cupboard.
Talk to Jonas Fearwitt (the hotel clerk) and Jackalope. Exit hotel.

Go across the street to Doc Rodham's and talk to her. Explore pot-bellied
stove and teapot in the waiting room. There are lots of things to explore in
both rooms here. Go next door to the bank and deposit some money. (note: if
you do not visit th e bank during the game, eventually you will be robbed.
That's not a bad thing, if you want to see the robber. . .) Exit bank. Turn
right & then left at the intersection. Pick up the pie. Go to the governor's
mansion. Talk to Mrs. MacIntosh. Flatte r her several times, then ask
questions. Get as much as you can from the conversation, then insult her 5
times. She will leave. Go in the house, and up the stairs*. Observe the pair
of boots by the door, but do not get them. Go into Marie's room. Ex plore the
armoire and read diary. Exit house. Go to the target range. Win harmonica.*
Examine (play) harmonica. Click on guitarist to listen to his tunes.

Go behind the saloon and open the door*. Go upstairs. Talk to Sophie and give
her the harmonica. Save game. Talk to Ruby*. Offer her the ring and get
information about the Kid. (repeat conversation from saved game if necessary)
Exit saloon by the front door. Go to Main Street. Talk to Marie. Enter
Bolivar's General Store. Play checkers, if you wish. (when you win, he will
give you hints. Game level is also level of the hint.) Explore pots & pans
along back wall, scale, coffee grinder, cigars, etc. Exit store. Go next door
to the Apothecary. Talk to Mr. Watson. Explore bottles, crates, urn, posters.
Exit. Enter stagecoach office. Talk to Deadnettle. Do not offer him anything.
Exit. Talk to Nate Trotter, beside the saloon. Give him a cigar. See
Bloodstone near the cemetery. Get another cigar. Get more information. Go to
the cemetery. Pick up flowers, read the headstones. Go into the mission. Meet
the prairie woman and ge t boots. Go to the undertaker's and give him the pie.
He will give you another pair of boots. Go to the newspaper office. Note
today's paper is also posted on the porch, if you did not read it at
breakfast. Go inside and talk to Chet Flippo. Ask qu estions until he stops
talking. Offer him the jug, and ask more questions.

Exit. Explore outhouse. Be sure to click on the seat. Go to the livery stable.
Continue your conversation until the end. Ned will leave. Explore horseshoes
on the wall. Exit and go to Farmer Quist's. Wait near the well until the
livery stable owner is talking to Quist. Get gun from the well. Exam ine the
gun. You can go to Help and buy balm, but if you offer it to anyone it will
just cut off the conversation.

Day 2-Afternoon: Finish Chores, Become Sheriff Go to Help. Buy the history
book. Read it. Note George Windfall's birth date, inside front cover. (you
will have to do a little arithmetic) Go to the governor's house. Ask Marie to
let you in. Answer her question. (answer may be from the hist ory book, or
from things you have been told by other characters) Go into the dining room.
Take the apple from the table. Feed the parrot. Explore china cabinet. Get
mask off the wall. Exit house. Note crate of bottles behind the pharmacy. Go
to M ain Street and talk to Jackalope and the Mayor. Go to the stagecoach
office. Talk to Deadnettle, then offer him the postcards. Get ammo from behind
the picture of Abe Lincoln. Exit & go to the pharmacy. Talk to Watson. Pick up
the handkerchief. Go to the bank. Make a deposit or withdrawal. Talk to George
Windfall, the clerk. Go to the hotel. Give Fearwitt the handkerchief.

Get a chit for a free night's stay. Go upstairs to Riviera's room. Give him
the chit. Get wine. Go to Room 4, talk to Bloodstone. Sell him the history
book. Gi ve him the wine. Get a box of cigars. Go to Room 2. Give Laurel the
cigars. Get more ammo. Exit hotel. Go to Doc Rodham's and speak to her. Go
into the bank for a deposit or withdrawal, and visit the livery for a
conversation with Ned. Go to the saloon. Have Gus fill your jug. Ask
questions. Keep buying Daquiri's to get information. Speak to Oona. Go
upstairs. Knock on Sophie's door. Give her the harmonica. Talk to her. Knock
on Ruby's door. Nate will talk to you. Go do wnstairs. Talk to Cobb Belcher.
Play a hand of poker. Talk to Mez. Exit and go behind the saloon. Talk to Mrs.
MacIntosh. Visit Mr. Sidewinder. Return to the saloon. Give Nate Trotter the
sugar cubes. Go upstairs. Talk to Ruby*. Give her the fl owers. When she
leaves, go inside and look at another gun in the nightstand drawer. Do not
take it. Exit room. Go outside. Talk to Jackalope. Talk to Mrs. MacIntosh and
Farmer Quist. Go to the newspaper office. Talk to Chet Flippo and Jackalope.
Exit and go to Mr. Help's. Talk to the Belchers. Shoot Cobb, not Dale*. Speak
to the mayor.

Day 2-evening: Get Hairpin & Information Talk to Dale Belcheer in the jail.
Note information he gives you about the Kid. Explore map, calendar, posters.
Read the paper on the desk. Exit jail. Talk to Help. In front of saloon, talk
to Marie. Go outside the Hotel and speak to Riviera. Go to the target range,
and face the fence of the governor's house. Overhear Marie and Bloodstone. Go
to the intersection behind the saloon. Give biscuits to the hog. He will
follow you within one step of the intersection, and allow you to pet him. Go
to the saloon. Talk to Jackalope. Talk to Oona. Go upstairs. Speak to Sophie.
Get a hair pin. Overhear Nate and Ruby. Play poker & talk to Mez. Exit saloon.
Go to the mission. Try to speak to Sonoma. Offer her the mask. Try to speak to
her again. Go to the hotel. Speak to Fearwitt & Laurel. Go upstairs and go to
Day 3-Morning: Get Ring for Jackalope, Scorpion Matches, and Diary Pages Speak
to Riviera. Follow him downstairs. Talk to him again, and have breakfast.
Check for messages, and talk to Riviera once more before exiting hotel. Speak
to Doc Rodham. Go to the cemetery. Speak to the prairie woman. Talk to Laurel.
Go to Sidewinder's and overhear the conversation. Talk to Farmer Quist. Go to
the town gate. Talk to Jackalope. Stop by the jail. Talk to Belcher, the
mayor, and Belcher again. Note what he says about the Kid. Go to the target
range. Practise shooting, get the matchbox. (One or two bottles shot will be
enough this time). Speak to Marie in front of the governor's house. Ask her to
let you in again, and go into the dining room. Pick up the apple from the
table, and exit house. Go to the livery stabl e. Offer the apple to Ned. Exit
livery. Turn right, click on the cow. Go into mission.

Talk to Sonoma. Go into the school room. Open desk drawer, place matchbox on
left side. Close drawer. Exit mission. Give apple to a horse. Go to Bolivar's.
Speak to Oona. She will give you a key to the saloon if you didn't get one
from Ruby. Exit store. Speak to Mrs. MacIntosh. Go to livery stable and
apothecary for conversation with the shopkeepers. Go to the back door of the
saloon. Facing wall of sa loon, door must be on the left of your screen. Open
door and enter. Speak to Isao. Play piano*. Go upstairs. Speak to Sophie. See
Ruby. Get ring. Exit saloon. Go to the mission. Pick up matchbox and the diary
pages from the schoolroom desk. Go to the town entrance and give Jackalope the
ring. Speak to Mr. Help.

Day 3-Afternoon: Get the Flute and Black Book Speak to Mr. Watson outside the
stagecoach office. Go to the saloon. Have Gus fill the jug, if necessary.
Speak to Riviera and Oona. Get book from Oona. (note-you can also get the book
on Day 2 in the evening by going into Oona's room. Be sure to pay off Riviera
if you do that.) Go upstairs. Talk to Sophie and Ruby. Exit saloon. Go to Doc
Rodham's. Get the prescription. Talk to the Prairie Woman in the cemetary, and
Jackalope, who may be by the mission. Talk to Chet Flippo, go to the jail and
talk to Belcher. Note what he tells you about the Kid. Go to Bolivar's and
talk to Marie. Go to the saloon and have the jug filled. Talk to Flippo,
offering him the jug when he runs out of conversation. Give the prescription
to Mr. Watson, in fr ont of the stagecoach office. He will leave. Talk to
Deadnettle in the stagecoach office, then go into the apothecary. Read the
drug book, and compare with the prescription to find the right combination.*
Fill the prescription, and take it to Doc Rodh am. Go to the Hard Drive, and
have the jug filled. Go to Sidewinder's. Offer him the jug. Get birdseed. Find
the mayor, and talk to him. Give him the birdseed when he walks away. Visit
Help's shop. Look at the items on his shelves. Talk to Mrs. MacIntosh in front
of her house. Go back to Doc Rodham's. Talk to Nate. Get the flute. Go to the
saloon and talk to Ruby*. Go downstairs, play poker and talk to Mez.

Day 3-Evening: Get Silver Thunderbird, Sun Talisman, and defeat Bounty Hunters
Find the pig, give him the biscuits. Enter the governor's house. Talk to Mrs.
MacIntosh. Go to the street outside the mission. Ring the bells, go to the
cemetery. Speak to Marie. No not cooperate with her! Exit and find Laurel.
Speak to her, then find Jackalope and speak to him. Go back and forth between
Laurel and Jackalope unitl their dispute is settled (?). Go to the bank. Open
the safe*. Get the Sun talisman. Go to the saloon. Speak with Gus and Flippo
(offer him a drink). Go upst airs and overhear Ruby and Nate. Go downstairs
and talk to Mez. Save game. Explore guns on the skull screen. Win shootout*.
Return to saloon. See Mez. (note-you may get the silver thunderbird in a poker
game before the shootout, or you may get it f rom Mez afterward). Go to the
hotel. Speak with Fearwitt. Talk to Riviera. Go outside your room and overhear
the mayor and Bloodstone. Exit hotel and go to Leroy's cabin. Knock several
times and listen to him until he stops. Go back to the hotel an d go to bed.

Day 4-Noon: Defeat Kid's gunfighters and the Kid Go downstairs. Talk to
Fearwitt. Explore the town. Read grafitti on the fence outside the livery
stable. (note-if you did not deposit money in the bank, you may find the
robber at this time period, since the town is abandoned). Go to the saloon.
Talk to Nate and Jackalope until they both say "Let's Get 'Em!" Save your
game!! Win battle with the Kid's men*. (note-make use of the powder kegs) It
may be necessary to save several times during the fight-once after every few
gunfighters are beaten. There are about 20 of them. Beat the Kid*!

Day 4-Evening-Get the Treasure Read the black book. Talk to Sonoma at the
Mission. Enter the mission schoolhouse. Go into the far door, which will now
open for you. Put the sun talisman into the box. Go up the stairs to the bell
tower and ring the bell. Go down the stairs, a nd into the mission courtyard.
Click on the fountain. Go under the mission. Do no be concerned if you are in
complete darkness. Keep moving forward until you reach the central area. Note
there are 4 doorways, one for each of the 4 artifacts you have. The black book
contains a legend for each artifact. Each legend has important information for
solving that puzzle. Read carefully for seasons, phases of the moon, and times
of d ay. You should note the arrangement of the sundial before you begin, then
align the sun dial in the center according to each legend in order to enter
the room. The artifact will be used to solve the puzzle. Details follow:
Flute: Winter, 3/4 moon, morning Click on the device on the right Put the
flute in the hole Play the notes you heard Nate playing. They will repeat when
played in correct sequence.*

Obsidian Knife: Summer, no moon, noon Enter the room and turn around. Click on
the knob. Rearrange the hexagons to their original pattern. As you click on
them, you will notice that some of the tiles affect others when moved. Exact
solution is below*.

Mask: Fall, 1/4 moon, midnight Enter the passageway, and note that your mask
tips each time you pass an intersection in the labyrinth, and its eyes will
turn green. Eventually, you will reach a skeleton. If you heard comments
during game play about the use of the Yun i mask, you will understand why the
mask goes on the skeleton.*

Silver Thunderbird: Spring, Full moon, Morning Click on the panel in this
room, and put the thunderbird in place. The symbols in the black book each
have a particular meaning. Arrange a sentence telling what happened in the

A Kachina will appear. If you speak to him, he will instruct you to set the
sundial to its original setting to return.* The treasure appears, and so does
Bloodstone. Use a little ingenuity to defeat him.*

Day 5-Endings Save your game, and then you can experience any and all of the
endings you wish!

ADDENDUM: Solutions to the Puzzles

To get the knife from Laurel-"Okay, I'll leave" "Do I look dangerous?" "What
do you do?" "I ran into your cowboy friend" "I'm going. . ." "Goodbye"

To talk to Ruby, Day 1-Night "But I kiss better" "Just my base appetite" "How
would I know if they're ripe?" "Just like some people" "I thought so at the
time" "Would a bath change your mind?" "Goodbye, miss"

To win the harmonica- You must shoot all the bottles and cans above the target
range, and have at least 68% on the moving targets until you hit 12 of them.
Then, a robot comes out of the floor. You can empty almost 2 barrels of ammo
into it point blank and raise your percentage. If the percentage is high
enough (over 76%) Leroy will give you the harmonica. It is almost impossible
to hit the moving targets by moving your gun around. Try sighting in on one
spot and waiting for a target to appear. Try hitting the lower part of a
target. Just as with real moving targets, this gives you more time to hit it
as it swings up and then down again.

The correct pattern to step on the stairs at the governor's house: Numbering
stairs from left to right, step on 1 1 2 3 2 1 2 3 2.

To talk to Ruby-Day 2, morning: "Better late than never" "Got a shovel?" "I
like a woman who can put her back into it" "Well I wouldn't want to get you
soaked" "Manifest Destiny" "What would that be?" "You're driving me wild" Note
what she says about the Kid Offer her the ring. "Goodbye"

To talk to Ruby-Day 2, afternoon: "I want to know why you're so tough on men"
"So you hate us" "But you're good" "Seems more like the Unforgiven" "What

Correct sequence for the piano: numbering sections from left to right, 5 1 1 3
2 4

Cobb Belcher wears the white shirt.

Correct Solution for the Prescription: Numbering bottles from left to right 1
2 5 7 8

Speak to Ruby, day 3 afternoon: "You seem pretty loose to me. . ."

Bank Safe Combination-George Windfall's birth date 8/23/41

Shooting the 5 bounty hunters, Day 3, night: Each requires 4 bullets. There
will be 2 approaching you on the street after you exit the saloon. Exit
saloon, check gun, turn right, move 1 step forward. Wait for the gunmen to
approach. There is one behi nd the well, and one behind the coffins by
Sidewinder's. You can kill him without being shot at by standing next to
Leroy's cabin. (aha!). There is one more on the balcony above the saloon.
Don't come in via Main Street-go around by the livery, between the stagecoach
office and the hotel.

Shooting the Kid's men: there are 20. Three will approach you from the street
after you leave the saloon. There may be two more behind you just after that.
There is one by the tree in the graveyard, one by the water tower behind the
fence, one on the crates by the stagecoach office, one on top of the roof over
the apothecary, one in the mission bell tower. Three will appear at the end of
Main street by Help's or between the bank and the saloon. If they are near a
keg, blow it up. The final three w ill appear by the mission when you have
killed the rest, and you will hear a crash. Two of them will be near a keg by
the hotel, and can be killed with one bullet by blowing up the keg. The other
one will require the usual 4 bullets. Notice that someti mes your gun seems to
fill up all at once when you open the barrel, then there is no ammo in it when
you begin to shoot. Check the barrel each time just before you start shooting
at a new group-there may only be 2 bullets in it, and you have to reload qu
ickly no matter how full the barrel was just a second ago. It takes quick
action and a lot of saves to get through the whole battle. Don't save when the
situation is hopeless, go back to an earlier saved game. Sometimes you will
have to approach from a different direction to get them. SAVE YOUR GAME!!

To kill the Kid: To buy a little more time, and psyche him out, say the
following things: "Guess nothing impresses the son of a librarian" "Yeah,
right. I think the name for you was Buckethead" "Better than wearing silk long
johns like you" "They know he's hung like a prairie dog!" "Looks like your
cigar has gone out. Here, have a light." As the screen for the showdown
appears, quickly (and I mean quick!) click your hand, gun, the Kid's chest.
This may take several tries before he is the one dead, not you. You will get
the knife back that you pinned him with in the poker game which star ted the
story. As it turns out, this is one of the artifacts needed to get the

Mission Puzzle Solutions: Flute-holes numbered top to bottom, click on 3 5 2 4

Dagger puzzle-Numbered clockwise from the top, the tiles surrounding the
center face are 1 through 6, 4 being on the bottom. Notice that if you adjust
one of the tiles, the tile two positions counterclockwise will also move, as
will the center face. If you then adjust the face to upright, the tile you
moved will move back again. For instance, if you move #6, #4 will adjust and
stay that way when the center is repositioned, but #6 will move again with the
center. So, you can use #1 to correct #5, #2 t o correct #6, and so on.
Keeping this in mind, continue adjusting until all tiles are correct.

Mask-If you follow the TOP of the mask at each intersection, you will
eventually reach the skeleton. Because the Yuni gave each corpse a mask in
order that it might properly rest, put the mask on the skeleton. This is one
puzzle that could have been don e very sensitively to add a lot to the story.
Imagine, instead of a dancing skeleton, you happened upon Nate's wife's
skeleton laid out on a bier in the labyrinth. You put the mask on her, and her
spirit goes to its proper rest. This, you could report to Nate when you
finished retrieving the treasure. Just a thought. . .

Thunderbird Puzzle-The correct arrangement of symbols will read "Mesa Bird
Open Evil Sky"

The correct arrangement of the sundial at the end is "Spring, Full Moon,

Finally, to get rid of Bloodstone, arrange the symbols to say "Mesa Bird Kill
Evil Man." Turn around quickly to watch him get zapped.

Enjoy the endings-they are just as good as the story itself! I sure hope they
do Dust 2. . .

Any comments or suggestions, or other items about the game I have missed,
please e-mail me at: momwiz@core.bisc.com

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