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Навигация

Читы для Immortal, The

Чит-файл для Immortal, The

Immortal, The

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Sandcastle
Издатель:Electronic Arts
Модель распространения:розничная продажа
Жанры:Adventure / Arcade / Isometric
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1991 г.

Solution [ENG]

Информация актуальна для
 THE IMMORTAL

 GENERAL TIPS

 1. A slash does much more damage than a jab. Strike the opponent when
he is not parrying or when there is an opening between his moves. A good time
to attack is when the opponent swings back his weapon. Always keep the
joystick back so a slash can be delivered readily. Don't bother to parry.

 2. Resting on the hay stack restores four hit points, up to a maximum
of fifteen. It is a good idea not to rest (except at the end of a level) until
you have lost more than four points. Only one rest per level. The dreams make
interesting reading, but have no direct relation to the game.

 3. Once the fireball scroll has been invoked it cannot be disarmed. Be
careful not to waste the spell by accidentally hitting the fire button. Once
hand-to-hand combat has been initiated fireballs cannot be released.

 4. Goblins have green skin. Trolls have olive (yellow?) skin.

 5. Unless you are a slow reader, hold down either joystick button to
speed up the text display. Press both buttons together to zip past text
screens.

 SOLUTIONS TO ERINOCH CITY

 Note: The certificate numbers listed give the best character condition.

 LEVEL 1

 Exit through the only door. If you wish to be briefed on your mission,
approach the round table to hear Mordamir's last recorded words. Otherwise
stay close to the wall as you walk out.

 Relieve the dead warrior's body of its possessions. The corpse is directly in
front of you when you exit the first room. The fireball scroll is optional,
but it is a good idea to take it since it will reduce your amount of fighting.
Avoid the goblin if possible. Dispatch it quickly if necessary (one slash or
fireball will do).

 Slay the goblin involved in a fight with a human. Approach the human. The two
are in the left section of the room, near the bottom of the screen. The goblin
will direct its attention at you when you approach. It can take about two
slashes or one fireball.

 Mordamir's servant Ulindor will give you a key to open the chest in the room.
The key cannot be found on his person if he has been slain.

 Open the chest and take all the items. The map is optional, but it can give a
better idea of the locations of the traps on level one than this document.
There is at least one more fight on this level. If you think you need healing
at this point, exit through the door nearest the chest. Go to the haystack
and rest. Return to the original room afterwards.

 Exit through the far door. The exit is located beside the right wall of the
room, at the top of the screen.

 Go right, ignore the goblin's warning and kill it. Take everything on the
goblin and in the room. Exit through the door on the north wall. As soon as
you advance beyond the point of warning the goblin will walk toward you. It is
weak and can only take one slash. The only optional item is the note, which
warns of the nature of wraiths. It will disappear after reading. The exit is
directly opposite the door through which you entered.

 Walk closely along the wall of skulls, turn at corner but stick to the wall.
Do not stop walking or change direction after stepping on floor plates. Enter
the first door encountered. There are no floor mechanisms along the wall of
skulls. When the first mechanisms are triggered at the second corner keep
walking in the original direction until you are beside a door. Enter quickly.

 Keep to the left wall (ie. near the pile of dirt) and enter the door on the
other side of the room. There are pit traps in the room. See the map for
their precise locations.

 Walk to the sconce on your right (it is on the same wall as the door) then
walk in a straight line down the length of the room. Pick up the amulet. Walk
to the scroll in a straight line from the location of the amulet. Take the
scroll. Walk in a straight line to the wall opposite the wall beside the
scroll. Exit through the door. This is the part where a bit of luck comes
into play. If you do not wish to waste time or do not have fireballs left,
follow the above directions and you may avoid the wraiths. If you still have
a fireball you can light a torch by shooting at a sconce, this will allow you
to see the shadows of the two wraiths. If engaged in battle, a few good
slashes are required to dispatch the undead. The exit leads to the room with
the haystack.

 Walk to the source of the light and use the amulet. Do not read the runes.
Climb down the ladder to the second level.

 LEVEL 2 (CDDFF10006F70)

 Avoid the slimes. Take the red gem. Search the pile of bones and take the
Elven sword. Search no further afterwards. Exit through the door at the
bottom of the screen. The touch of slime means death at this point. The sword
of Arinar will grant you additional agility. If you search again after find-
ing the sword a slime will appear and cause your demise. You can also exit
through the other door.

 Enter the door in front of you. Before you exit, there is a haystack to the
right (bottom of the screen) of the room if you need the rest. Ignore Lindli
the dwarf for now. The exit is opposite the door you just entered.

 Slay the troll. Walk to the other end of the room then exit. One slash is all
it takes. If you are confident at evading slimes you can skip this room al-
together and take the other way as suggested by step one. The room reached
through the exit is the same one reached by the other door of the first room
on this level.

 Use the charm scroll. Go to the merchant on the right of the room. Refuse
the slime oil at 80. Go to him again and buy the oil at 60. Pick up the
stone. Exit through the metal door at north (top of the screen). Cast charm
at the sight of the first will-o'-the-wisp. Since you do not have eighty gold
pieces you will have to return to the merchant a second time to buy the oil at
sixty.
                                        
 Slay the two goblins. Take the complacence dust. Enter the door guarded by
the goblins. You can either set the wisps on them by casting charm again (at
least one wisp has to be in the room with you) or kill them by hand. The door
leads to Gresh the Wise.

 Slay the two goblin guards. This step is optional. If the wisps have not been
used yet, use them now. Be sure not to enter fighting distance with either
guard (so you can stand and watch the guards beaten to death by the wisps).
Otherwise kill the guards by hand.

 Use the spores on the pile of dirt. Exit quickly and return after a second or
two. Approach the goblin king and give him water. Exit room. The mushrooms
kill both goblins and humans. Giving water to Gresh will allow him to give
you a key.

 Go back to the room with the dwarf gem cutter Lindli. Stand near the dwarf
and use the dust. Approach dwarf. Use the oil before entering the rightmost
door on the bottom of the screen. You can go to Lindli through either the room
with the slimes or the troll room. The dwarf will become friendly due to the
effects of the magical dust and he will give you another red gem. If you need
healing a haystack is available. The next room contains two slimes.

 Drop stone into a slime. Pick up the red gem when it appears. Exit at the
other end of the room.

 Place the gems in the holes indicated by the following diagram:

 @ = gem (number beside symbol indicates order of placement); H = hole

 H               1@           2@                H           H                H
         H                             H                            3@


         H                             H                            H

    Left triangle                                             Right triangle
   (top of screen)                                          (bottom of screen)

 Climb down the ladder.

 LEVEL 3 (F47EF21000E10)

 Go down the ladder at the bottom of the screen.

 Go to the chest and remove everything in it.  Do not step on a flamethrower.

 Arm the fireball scroll and cast one at the troll. Remove the ritual knife
from the dead troll. The goblin will ignore you and unlock the door in the
room then leave. If the goblin is killed there will be no way to open that
door.

 Climb out of the room and go down the other ladder.

 Throw the second fireball at the goblin on the left (the one whose back is
to the wall with the torch). Remove the Protean ring from the dead troll. The
real goblin is harmless. The alternative to using a fireball is to wait until
the goblin has been killed then kill the impostor goblin by hand. The bottle
of slime is useless. Opening it means your demise.

 Climb down the ladder. Wear the Protean ring and walk to the chest. Take
everything from the chest. Go to the ladder then remove the ring. Climb up.
You can also kill the goblin guard if you do not wish to use the ring. A fight
will occur either if you (as a human) walk past the warning point or touch the
guard while disguised as a goblin. You cannot climb or cast spells as a
goblin.

 Go to the room where the fireball scroll and the ritual knife were found.
Exit through the door. Climb the ladder beside Gresh the Wise. Do not wear the
Protean ring when you are near Gresh. He will declare you an impostor and a
pit will appear beneath you, causing you to shuffle off this immortal coil.
It is all right to put on the ring after he has spoken to you though.

 Pick up the red gem and exit the room via the other ladder. The path free
of spikes is in the following general shape:

 L = ladder; # = represents squares; @ = gem

    |   ################################################################  /|\
    |   ################################################################   |
   \|/  #####                        #####                         #####   |
        | L |

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