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Читы для Might and Magic 9: Writ of Fate

Чит-файл для Might and Magic 9: Writ of Fate

Might and Magic 9:
Writ of Fate

в России известна как

Меч и магия 9

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Меч и магия 9
Разработчик:New World Computing
Издатель:The 3DO Company
Локализатор в России:Buka Entertainment
Издатель в России:Buka Entertainment
Модель распространения:розничная продажа
ISO статус:релиз состоялся 26 марта 2002 года
Официальный сайт:Открыть русский сайт
Жанры:RPG / 3D / 1st Person
Похожие игры:Might and Magic 6: The Mandate of Heaven, Might and Magic 8: Day of the Destroyer
Multiplayer:Отсутствует

Даты выхода игры

вышла 4 июля 2002 г.
вышла в апреле 2002 г.

Solution [РУС]

Информация актуальна для
Introduction:

This walkthrough is copyright (c) 2002 by Scott M Baker. Reproduction without
express permission is forbidden. This walkthrough is based entirely on my
personal
experience through the game (except where noted) and reflects how I played the
game. Each gaming experience is unique, and you may very well wish to try out
some different choices.

Ravensford:

Talk to the old man, wander around, talk to him again and he'll tell you to get
on a
ship. Get on the ship and you'll be sent to the Isle of Ashes.

Isle of Ashes:

Go to the northwest island and talk to Yrsa the troll. Kill off the dragonflies
as she
requests. She'll tell you to go see the guy on the southwest island -- he'll
join your
party and tell you to get past a locked door. Go back and see Yrsa again and
she'll
give you the key. Return to the locked door, enter it, touch the book and the
whole
thing blows up, the island sinks into the ocean, and poof, you're in Strumford:

Strumford:

Now is an excellent time to find a trainer -- he's in the far southwest corner
of the
map.

Ludwigs manuscript: Ludwigs house is just south of where you enter the city.
Visit
him and get the quest to retrieve ludwigs manuscript. Ludwigs manuscript is in
the
sewer (numerous entrances, including ludwigs house). The manuscript is on the
third level. When killing lobbers, make sure to get the lobber hanging from the
ceiling
first as it will continue to hatch lobber pods. Some decent items are available
on
level 2 -- explore it thoroughly. Your reward is 2000 gold.

Slay the dragon: Kenneth Wartooh, tavern

Find the Saboteur: Bjarni Herjolfssen, tarvern. The saboteur is easy to find,
he's in a
house to the south of the tavern. Find him, talk to him, and return to Bjarni.
Easy
quest, 500 gold.

Anskram Keep: Bjarni Thorvaldssen, big house. Bjarni will tell you to go to the
keep
and clear out the imps. To find the keep, exit the city and follow the path. You
can
break in by attacking the wall on one of the towers (it's very hard to see, but
it's
there).

NOTE: There is a bug in version 1.0 of the game. You must enter the keep on the
TOP level, and you must not leave until you have cleared out the entire keep. If
you
do leave and return, the keep will not be able to finish (see the hints page for
a fix).

There are two levers in rooms on the right and left hand sides of the keep that
you
can flip. The double doors in the center work like an air-lock. Flip the switch,
stand
between, the door behind you will close and the one in front will open.

You must destroy a total of 8 imp portals. Do this by killing all the imps until
the fire
goes out. Once all 8 portals are cleared, a big imp will appear in the front
room.

Free Ivsar Forktooth: Bjarni Thorvaldssen, big house. Take the boat to
Drangheim.
The prison is outside the city, past the little village with the windmill. Enter
the prison
and get the visitors pass. The general is on the top level. There are guard
rooms with
levers in each cellblock. Pull the levers to unlock the cells.

For the slightly more sophisticated adventurer, there are at least two other
ways to
handle the prison: 1) By talking to the cook (lower level), he'll show you a
shortcut to
get to the top. 2) There is a rope that leads in and out of the basement, and a
ladder
from the basement to the top level.

There is a black chest in one of the rooms.

Once Isvar is free, return to Stromford and re-acquire him in the tavern. Bring
him to
Bjarni and collect your reward.

Deliver Letter: Bjarni Thorvaldseen, big house. The letter needs to be delivered
to the
Jarl of Trondheim. Take the boat to Drangheim, then to Guberland, and from there
you can get to Trondheim (may need to go by way of Thjorgard; I don't recall)

Drangheim:

Nicolai Ironfist needs a job: Nicolai, standing around by entrance. (there's
circus at
Thorjnar -- will this work??)

Destroy Anskram Defenses: Sigmund, upper level of sigmunds house. Take the boat
back to Stromford, go to Anskram keep, enter through the back door as before. Go
to the top level of the keep and you'll find a trapdoor. Enter it and blast the
two
chains with your long range weapon -- that'll lower the drawbridge. There's a
very
hard to see lever below a chain in this room -- that'll raise the portcullis.

Get Crona Kiga: Sigmund, upper level of sigmunds house. The chasm of death is to
the northeast of the city. The first half is relatively easy, then you start
running into
apparitions. The apparitions will appear and attack from behind you. I suggest
walking backwards, and when you see one of them, blast him with your ranged
weapons as long as possible. Once you've beaten the apparitions, we have
mummies, zombies, and lots of skeletons to deal with. Many of these monsters
regenerate and have to be killed twice. My suggestion is to draw these monsters
as
few as possible at a time, range attack them while running backwards. The chasm
is
tough, especially if your party isn't quite up to par yet. Fortunately you will
get plenty
of experience. The Crona Kiga is in the area at the very end of the gorge. You
can
skip the two intermediate areas near the southern area of the chasm if you wish.

Crusader Promotion: Guy in temple. Go to the Yabboe camp which is just north of
the village with the windmill. Kill all the thieves, and pick up the herbs,
plow, and
doll. Return them to the townspeople. Return to the temple and collect your
reward

Assassin Promotion: Alti the Quick, Tavern. You need to do two things:

Steal Kluso's knife. To get to Kluso's house, take the ladder up to where the
Jarl is,
and cross the little bridge. Climb a ladder and enter Kluso's top level. The
knife is
hanging on the wall above the fireplace on the bottom level. Another knife is
located
in a black chest, but that's not the one you want.
Murder Guaire a Velsi. He's walking outside around the tavern. He looks like a
bandit
holding two knives. Just walk up to him and kill him.
Guberland:

Cleanse Town Portal: This portal is of the not-so-easy-to-find variety. It's in
a building
in the lower right side of the Guberland map. The map shows it as kind of a
sqaurish
building with two triple bar lines running across the top and bottom of it. The
town
portal altar has been turned into someones dining table.

Promotion: Initiate->Healer: Tjolnir, temple. Tjolnir wants you to find an
antidote for
Nutty Nurtigan. Go to the apothcary - he's in the same building as the
librarian,
southwest section of town. The apothecary will ask you to get a lock of the hags
hair. Leave the city and go to the northernmost section of beach, find the cave.
There
is a comb with a lock of hair. Take the hair back to the apothecary who makes
the
potion. Take the potion to Nurtigan. Then return to Tjolnir.

Promotion: Healer->Priest: Gray Slemnir, Temple. Wants you to construct a
temple.
You will need to

Find a priest for the temple -- he can be found in the monastery at Lindisfame.
Talk
to the head priest, then wait till morning and find your guy in the yard --
he'll say he'll
meet you in guberland.  Note there is a minor bug in the game in that this quest
list
does not show this quest as completed, but once the guys "says" he's going to
guberland, you are in fact done with him.
Find an icon -- the tree of life at the frosgard ruined temple. The ruined
temple has a
couple of puzzles:
There's a room with a pedestal and some symbols on the walls. Look at the sides
of
pedestal to see what symbols need to be pushed, then push the button in the
center. The floor will drop out.
There's a room with a broken grave. Press a button on the wall to remove the
headstone. Then jump in the grave and blast out the floor. The symbol is down
there.
Exit via a ladder in the grave room
Find NATH'I A'MOR to show you the consecration ritual -- this is easy. He's
simply
standing near the training grounds in Frosgard city.
Retrieve book of rules: Markel. The book of rules is at the academy, which is to
the
west of Lindisfame city. The guards in the academy are fairly weak, so slaughter
them. Make you way towards a round room near the bottom of the map (it has a
ladder in the center leading up to some stacks of books). There are two ways to
do
this: the hard way and the easy way. The hard way involves picking up books and
placing them on the correct tables (up the ladder), then a secret door will open
and
give you a note with a code that you must decode. The easy way: simply take the
stairs up out of this room (towards the room with the weapons) and you'll see a
single solitary book case. Look closely and there's a book sticking out -- push
the
book that's sticking out and a passage will open into the room where the book of
rules is.

Beat Ivan the smart: Markel. Ivan the smart is in the gathering which (if memory
serves) is to the southeast of the city -- it's the circus looking thing. The
answers
are: strumford/drangheim, verhoffin, hallenhalt, hubris, magic items, murdered,
and
ivan the smart.

Get rid of dook: Markel. The dooks castle is to the southeast of Guberland. Go
to
the duke, threaten to use force and he'll "agree" to leave. Go back to Markel
and he'll
reward you for the quest. (hmmm... sounds too easy...)

Thjorgard:

Promotion: Initiate->Scholar: Tymon the Norb, University (northeast side of
town).
Find a magreeb. The magreeb is to the right of the city, in an area where there
is a
small lake. A "ding" will be heard when you have successfully studied the
magreeb.
Return to Tymon and get your promotion.

Promotion: Scholar->Mage: Tyman the Norb/Johannes Bem, University. You need to
find Verhoffin's diary. First head to the Verhoffin ruins on the Isle of Ashes.
You'll run
into two rooms with "terrors" in this dungeon that can be difficult -- I suggest
drawing
them out one at a time. There is a note and a key in a room with terrors on the
lower-
right side of the map. Take the key up to a locked room on the top-center of the
map
and get the silver book. Take it to Johannes Bem and he'll tell you it's the
wrong
book and give you a new key. Go to the little village outside of Drangheim. The
book
is under the floorboards of one of the houses. Take the book back to Johannes
Bem
and collect your reward.

Retrieve Thjorad artifact: Forkbeard. The artifact in the monastery in
Lindisfame. The
Monastery is to the northeast of the city; You have to take a long winding path
to get
there. Four monks are working on the Thjorad and you will  have to ring the
prayer
bells to draw them away. The prayer bells are located three ladders above the
church hall. The correct sequence is 1,5,2,4,3.

Fix the problem with the mine: Forkbear. There are three problems with the mine:

There is a cave in. Follow the miner to where the cave-in is, fall through the
crack,
battle lots of easy monsters, and follow the passage to where it opens into the
machine room.
The machine is broken. Go to the machine room (it's a large cylindrical room to
the
left of the entrance). Talk to the miner and he'll tell you to find Hjarrand the
fixer,
back in the city (he's in the lower left section of the city). Hjarrand will
meet you on
the upper level of the machine room in the mine. Hjarrand will show you the part
that
needs to be replaced. Take the broken part to the armorer in the city and he'll
fix it
for you.
Some hard rock needs to be removed. This is to the right of the entrance. Follow
the
passage until you find the hard rock, then attack it. You'll find a
demon-looking
female behind the rock and a lot of cats. You inadvertently release her (I
assume
this will come back to haunt you sometime in the future)
Training Hall. Snorri the Fist. The training hall is difficult if your party is
not up to it.
Enter the training hall by climbing up some broken tiles, and attacking a
section of
wall on the roof. You'll have to fight your way through to get back out, so
either have
town portal handy, or you better have a decent party.

Note: The training hall must be completed in full -- without resting -- for you
to win
this quest. Monsters without spellcasting ability can be lured into the room
with the
water, then you can climb the ropes and blast them.

Each time you enter the training hall, it completely resets. This is a good way
to
build a lot of experience.

I've been told there is a black chest in the crate room, but you need high
perception
skill to find it.

Lindisfame:

Crusader Promotion: Monastery. To damn a family, find the thief (at Stromgard?)
and
take him to jail. This damns the family. His family is in a house in the upper
left
section of the map. Talk to the family, including the elder son on the upper
level. Get
him a job by talking to the merchant in one of the shops (magic shop?). This
saves
the family.

Trondheim:

There's a desert terror in the Northeast section of town. My party couldn't
defeat him,
but the town guards (who seem to replenish endlessly) finished him off. I've
heard
reports that if YOU attack him, the desert terror GAINS hitpoints, whereas if
the
town guards attack him, he'll lose hitpoints.

Clear out mountain pass: Jarl Kira. The mountain pass is to the southeast of the
Trondheim region map. It's rather uneventful. Just kill all the monsters and
near the
end you'll hear the ding that signifies you are done. Return to Kira.

Get rid of honkies: Jarl Kira. Go to the docks and talk to the dock master about
where to send the honkies to (I sent them to Beldonia). Then return to the city
and
speak to each of the three honkies and tell them to meet at the docks.

Prevent Murder of Forkbeard: Jarl Kira. Take boat to Thjorgard. Give the letter
to
Forkbeard. He'll tell you to go to the arena, which is an exit on the right side
of the
city map, just east of the university. Wait until the next morning, then make
your
way into the arena fighting area. Open one of the doors and you'll find the
assassin.
Confront him and return to the Jarl. Forkbeard will tell you to find Harrus
Willington. I
believe he's in either the armor or the weapon shop.

Mercenary Promotion: Thorfinn Skullsplitter, Tavern. Take boat to Guberland.
You'll
find the Sigmundssen, the guy you need to protect, at the entrance to the
gathering.
He'll tell you to wait until 3 am by the docks. Go to the docks, wait, and kill
the
bandits. Around 6 am, Sigmundssen will be returning to the docks. Talk to him
and
he'll promote you to mercenary.

Deliver Message: Dagfari the Peevish, Inn. Deliver the scroll of bad news to the
temple. It is near Jarl Kira's house.

Frosgard:

Cleanse town portal: This town portal was especially hard for me to find. It's
in the
magic shop, on the south side of the town (The shop is built into the side of
the hill).

Clear the ice: Jarl Kira. You'll find a man along the northwest side of the city
with an
exploding barrel. Have him deliver the barrel to the docks and then blast it.
Blast any
other ice away with your ranged weapons, then return to the jarl.

Kill the frost giant: Jarl Kira. The frost giant is in Yanmirs sky fort. You
cannot defeat
Yanmir by fighting him! To defeat him, go to the smaller passages on the right
side
of the map (there are some winding tunnels). Keep working your way around (there
may be a secret door; I don't recall)  and you'll find a way to get to some
support
beams uinder Yanmir's floor. Break the support beams. Then go up and lure Yanmir
across them. He'll fall to his death. You have to be kind of quick about it and
get off
the weak spot before he steps on it, or you'll fall with him. .

Yorwick:

To get to Yorwick, take the "connecting tunnel" that is in the upper left side
of the
Tronheim map.

Lost Sheep: The little girl has lost her sheep. The sheep is nearby.

:War Council:

Stop the Stromgard/Drangheim war: Messenger, Tronheim. Stromgard and
Drangheim are at war (gee how did that happen, did someone destroy some keep
defenses? break into a prison? ...) This is easy to solve. Visit both Jarls,
then visit
Kira to get her to make a treaty. Visit both Jarls again, then go to tronheim.

Find a new Jarl for Guberland: Kira, Tronheim. Kira stuck Markel with her sword,
so
Guberland needs a new Jarl. I don't know how I solved this quest. I did the
"stuffed
dragon" quest below, and visited a bunch of people in guber, and at some point
the
quest went away. Will post more when I figure out what happened.

Win the prize at the Thing: Yrsa, Tronheim. Yrsa pops up and demands that you
win
a prize for her daughter. The thing is in the upper left corner of the Thjorgard
map.
You must win all the games to win the stuffed dragon:

Boat Contest: shoot the boat with your arrow
Runestones: Click a stone on the bottom row, then click one on the top row to
transfer the color. Push the button and the ones you have right will burn. Try
different
colors in the ones that aren't burning and push the button again.
Fighter: Just click on him
Bell: Click at the bottom of the bell and if it dings, you win.
Stones: Place stones adjacent to your own stone -- try to wall off your opponent
so
you can keep placing stones and he can't.
Trouble finding Yrsa's daughter? She's outside Tronheim city, hiding in some
trees
(go out the northwest gate of tronheim city).

Once you are done, return to the war council at Tronheim.

Get the Army Back: Upon returning to tronheim, talk to the guard in front of the
war
council room. You find Forad Dahr led them all to Yorwick. Go to Yorwick (I used
a
lloyd's to get me there), and you'll find the army has been defeated. Your new
quest
is to go to Arslegard and speak with Skraelos. So where is Arslegard? Well, you
know that big castle in the sky where you go when you die (well... maybe you're
the
type who never dies...) -- that is Arslegard. So go drown yourself, jump off a
big cliff,
or do whatever it takes to get yourself killed.

Writ of Fate: The Arslegard guy doesn't believe you, and sends you to get a writ
of
fate. He'll transport you to the Dark Passageway.

Bridge Puzzle: There is a note at the beginning of the puzzle. The hilighted
words
are Skeleton Banshee Lich Zombie Banshee Lich Zombie Skeleton. Just press the
statues in that order. The first half of the sequence takes the bridges all to
the
bottom and the second half brings them up to the top and in line.

Abyss Room: There is a winding path to your right that you might not notice as
you
enter the room. Follow that path up to the top and push the skeleton statue. The
big
statues will begin shooting lasers. Go back down the path and enter the door
that
opened.

Island Room: After some swimming, you'll come to an island with a cage and a
crystal in it. There's a female sea monster somewhere in the water. Kill her and
the
cage will go away.

Laser Room: One of the most annoying puzzles in the game. You need to adjust
some mirrors so that a laser will fire from the crystal on a pedastal in the SE
corner
to a crystal on the side wall of the room. You want to direct the mirrors to
fire in this
order: SE(crystal) -> W -> N -> NW -> crystal. It's a lot of work, but with
enough
tweaking, you'll get it. Once you hit the crystal, a zillion terrors will be
released, so
prepare for a battle.

Numbered platform room. You'll come to a room with four numbered platform and a
pillar. Look at the pillar and you'll see the correct order (if memory serves,
it's 3-1-2-
4, but check it yourself). Flip the lever on the pillar, then step on the
platforms in the
correct order. The final platform will rise -- jump across to the exit when you
get to
the top.

Okay, now that we've completed the Dark Passage of Frustration, we meet a little
guy who wants us to retrieve an item from the guberland gathering and give bring
to it
the isle of ashes.

Retrieving the Capstone of Order: Some dude at the gathering has the captsone
and
he wants all of the gathering prizes in order to give it to you. Go to the
easiest
gathering game (the bell) and play it until you are awarded all the prizes.

Placing the Capstone of Order: Go to Verhoffins ruins on the isle of ashes. The
captsone is placed in the lab, which is the room with the black chest just off
the
pentagram. The code for the pentagram is available from a note in a building to
the
northeast (Red, Yellow, Blue, Green, Orange). Once you are done, commit get
yourself killed again and return to Arslegard.

Get the Army Back (continued): Now that you have the writ of fate, you can gain
entrance into Arslegard.

Light the Six Fires: Skraelos is in the hall of the gods (located in Arslegard)
and
wants you to pay the price for the fallen army. There are several phases:

Apologize to the Jarls you killed
Answer some questions: "you", "i serve you", "others trusted my
misjudgement", "betrayal", "pay the price", "ultimate price" and "yes".
Kill the a bunch of warriors
Find the Jarl's swords (there are only 5; look for them in the battlefield)
Step through the fire
Once you're done, go talk Skraelos again. He'll inform you Forkbeard is waiting
for
you.

Steal the Golden Honk: Fre, hall of the gods. The cult of honk is worshiping
Fre's pet
goose and she wants you to steal their golden honk. The temple of honk is on the
guberland map. Go there, find you way to the golden honk, take it. The elder
honk in
that room will turn hostile. Kill him and lloyd's or town-portal your way out.

Attack the Beldonian Hordes at Frosgard: Sven Forkbeard, entrance to Hallenhalt
(the entrance to the hall of the gods). Forkbeard tells you the Beldonian hordes
are
moving on Frosgard. Go to Frosgard where you'll find a battle is underway. Kill
all the
bad guys, including your old friend Forad Darre. You'll find Temur Leng in the
town
hall. Talk to Tamur and you'll find out that he also has a writ of fate that he
is
victorious.

Conflicting Writs of Fate: A messenger will appear and tell you that you've been
summoned before Krohn. Go to the hall of the Gods in Arslegard. Krohn will tell
you
that Njam the Meddler has given you both false writs of Fate and ask you to lure
Njam into the tomb of 1000 terrors.

Lure Njam into the Tomb of 1000 terrors: Krohn. Krohn will give you a key to
Njam's
house.

Find Njam: Njam's house is west of the entrance to the hall of the gods. Cross
over
the little bridge and it'll be on your right. Open the door and it'll say "you
used a
key". Once you see Njam, he'll go hostile.

Tomb of 1000 Terrors: Once you've got Njam's attention, go the tomb of 1000
terrors.
It is at located in the grassy area next to the bath house (it's kind of hidden
along
the wall. Njam will teleport in every so often, beat you up a little and
teleport out
(gee, that makes a lot of since; An immortal god appears for ten seconds, hits
you a
couple of times and pops back out...).

Puzzle Room: On the first level of the tomb, you'll run into the puzzle room. It
has
three black chests (one contains the stair key!). Once you've defeated the bad
guys
in that room, you'll have to solve the puzzle door. Press only the following
hilighted
sequence on the door:

J
 N
 A
 N

N
 A
 M
 J

A
 M
 J
 M

N
 J
 N
 A


If you screw up and press any of the non-hilighed symbols, it can be kind of a
pain
to get things back on track.

Once you've completed the puzzle room (remember to get the stair key from one of
the black chests), make your way back to a stairway that is near where you
entered
the level.

Chess Room: You'd better know how to play chess, or this will be a real pain. If
you
step on any square where a chesspiece can attack you, you will be knocked off
the
board. Here's how chesspieces work:

Pawn: attacks one square diagonally
Knight: one square straight, then one diagonal
Bishop: attacks multiple squares diagonally.

Just be careful and you'll find your way through. The chess room has the key to
maze room in one of the black chests.

Room with Lamp: There's a room with platforms and a lamp in the center. I
pressed
the lamp and some red mist came out (who knows what that did). Also of note is
that there are some short pillars along the walls that you can jump into.

Maze Room: The maze would be incredibly difficult were it not for the built in
automap. Just hit 'm' to bring up the map and you should have no trouble
spotting
the path.

Final Battle (second chessboard): Njam appears and says he's not going to let
you
pull the lever. Once you cross the second chessboard, you'll be attacked by a
multitude of foes, including lesser demons, greater demons, etc. This would be a
very hard battle to win. I just ran across the room and found the lever (you can
see it
on the automap). Pull the lever and appears and gets himself imprisoned. The
gods
have a little chat, show you your true writ of fate (i.e. your score) and let
you
continue on to do whatever you want.

Congratulations, you have won the game! (... well it might be more accurate to
say
you will win the game as soon as you stop reading this walkthrough and go back
to
playing like you should be...)


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