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Читы для Monkey Island 2: LeChuck's Revenge

Чит-файл для Monkey Island 2: LeChuck's Revenge

Monkey Island 2:
LeChuck's Revenge

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:LucasArts Entertainment
Издатель:LucasArts Entertainment
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1991 г.

Solution [ENG]

Информация актуальна для
=============================
1.0 LEARNING TO PLAY THE GAME
=============================
If this is your first adventure game then the whole control interface
could be confusing to you. Since the manual has proven hard to find for
some people here is some of the best parts of it! They tell you how to
play the game. Enjoy!

PLAYING THE GAME
As the story opens, Guybrush is attempting to explain to Elaine Marley
just how he managed to get into this fix. Shortly, the scene flashes
back to a campfire on Scabb Island, where Guybrush is regaling his new
friends with the thrilling tale of his stupendous defeat of the Ghost
Pirate LeChuck.
These sequences are known as "cut-scenes" - short, animated sequences,
like scenes from a movie - which can provide clues and information about
the characters. Cut-scenes are also used to show special animated
sequences, such as when Largo LaGrande graces Scabb Island's tavern with
his phlegmatic presence. When you are viewing a cut-scene, you do not
direct the action.
You begin directing Guybrush's actions as soon as he arrives on the
bridge leading to Woodtick. The screen is divided into the following
sections.

- The animation window is the largest part of the screen and is where
the animated action takes place. Dialogue spoken by the characters, as
well as game-related messages also appear here.

- Available verbs are listed in the lower left hand corner of the
screen. To select a verb, position the cursor over the word and press
the left mouse/joystick button or the ENTER key. The interface you use
to play the game has an "auto-highlight" feature that highlights an
appropriate verb when the cursor touches an interesting or useful object
on the screen. For example, when Guybrush is near a door that can be
opened, positioning the cursor on the door will highlight the verb OPEN.
Pressing the right mouse/joystick button or the TAB key will use the
highlighted verb with the object, which in this case opens the door
(don't worry: this feature won't give away the solution to any puzzles).
Keep in mind, that even though a verb is highlighted, that one verb may
not be the only way to use an object. Try the other verbs as well!
                                        
- The inventory icons are located to the right of the verbs. At the
beginning of the game Guybrush's inventory consists of an almost
unlimited supply of riches. When he picks up or is given an object to
use during gameplay, an icon for that object is added to the inventory.
There is no limit to the number of objects Guybrush can carry. When
there are more than eight objects in the inventory, arrows appear to the
left of the icons. Click on them to scroll the icon window up or down.

ABOUT MONKEY ISLAND 2: LECHUCKS REVENGE
In this game you play the role of Guybrush Threepwood. In the months
since he's defeated the Ghost Pirate LeChuck and rescued his one true
love       -Governer Elaine Marley- in Monkey Island, Guybrush has made
his way to Scabb Island in search of the biggest treasure of them all:
Big Whoop. Here's where you come in... You direct the actions of
Guybrush in his search for adventure, treasure, and the validation of
his peers. Guybrush faces many obstacles in his path, not the least of
which is the specter of... LeChucks Revenge!


=============================
2.0 PART 1: THE LARGO EMBARGO
=============================
You'll find yourself on the bridge with a LOT of money. Go left or
right, either way, Largo will shake you  down and mug you and steal your
hard earned treasure. After he leaves, go to the right side of the
bridge. Stop at the sign. PICK UP SIGN to get the shovel there. Now go
right to the map.  Go to the Swamp area. USE COFFIN. Row to the shack,
you get taken up into the voodoo ladies abode. Look at the table in the
first room, you'll  see a some string sitting on the table. Take the
string. Now look at the jars on  the shelves next to the table. Keep
looking at things until you see the jar  of ASHES-TO-LIFE. Now walk to
the right side of the room and you will enter  the next room. Talk to
the Voodoo witch about the ashes-to-life. You will need to know about
this for later. Once you've done that talk to her about Largo and how to
make a voodoo doll of the annoying little thing. She will give you a
list of ingredients you  need to make the doll... (hair, thread, body
fluid, part of a dead relative.)  Leave and row back to shore, exit left
back to map.  Now go to the cemetery... at the top of the hill you see
some graves and  tombstones. Go up there and you will get a closeup of
the area. The first  grave on the left is Largo's grandfather's grave.
USE SHOVEL ON GRAVE.  You will dig up the grave and get a bone from the
deceased old feller.  Exit left back to the map.  Go to the beach area.
You'll find a stick on the ground. PICK UP STICK.  Now leave back to the
map.  Go back to woodtick town. Go to Wally the cartographer's pad
(second door  from right). Talk to Wally about things. Take a blank
sheet of paper from  pile at bottom right hand side of screen. Watch
Wally closely. He will  place his monocle on the table and rub his eyes
from time to time. When he  does this, quickly PICK UP MONOCLE. Exit
back out the door to the left.  Look near bottom of screen, you will see
a hatch leading down to the Bloody  Lip bar and you will see some
windows on the side of the ship. The window on  the far left is
accessible. WALK TO WINDOW and you jump into the window and  find
yourself in the kitchen. There's a knife on the table... PICK UP KNIFE.
Leave from the window you came in at.  Walk down path towards far left,
you reach the farthest ship on the left.  Enter the door. See the little
lizard tied to the post? USE KNIFE ON  ROPE. You will cut the lizard
(Pegbiter) loose and the little bastard  runs away. The Innkeeper freaks
out and goes after Pegbiter. PICK UP BOWL  in order to get the cheese
squigglies inside Pegbiter's bowl. Now exit  through the door on the far
left. This is Largo's room. Quickly, before he  catches you in there,
grab his toupee off the styrofoam head on top of the  desk on the far
left of the room. Now bail out the door, or wait till he  comes in and
throws you out.  Go to the right and up to the screen where the pirates
and the laundry dude  is. PICK UP BUCKET (the bucket underneath the
pirates). Pirate on left will  say don't take it. Choose dialoge option
number one for best results. You  ask if it's his bucket, he says no...
you ask if minds if you take it, he  says go for it dude. You can get
the bucket with the other dialogue but the  conversation takes forever
(but it's funny). Ok, now you see a box on the  floor where the rat is
scurrying around. OPEN BOX... USE STICK WITH BOX...  USE STRING WITH
STICK.... USE CHEESE SQUIGGLIES WITH BOX. What this does is  set a trap
to catch the little rodent. Exit this screen for a moment, then  come
back. The Rat will be eating the squigglies under the box. Pick Up  and
Pull the string. You will catch the rat in the box. OPEN BOX. TAKE  RAT.
Exit this screen.  Now enter the hatch near the bottom of the screen to
get into the Bloody Lip  Bar. Talk to the Barkeeper. Keep asking him for
a drink over and over and  give him a bunch of excuses. Pretty soon
Largo comes in and orders a drink.  Largo spits on the wall before he
leaves. After this, USE BLANK SHEET OF  PAPER WITH DRIPPING SPIT. Now
you take his spit off the wall (body fluid).  Go up the stairs to leave
this screen.  Now go back to the kitchen via the window. USE RAT IN
VISCIOSUES (Soup). You  drop the rat in there. Now bail again via the
window. Now go back down the  hatch to the Bloody Lip. Talk to the
barkeep... a dialogue option about  ordering soup now appears... Select
this option. Barkeep goes into kitchen  to check the soup out... finds
rodent in soup.. fires cook... comes out and  tries to serve you soup.
Tell him you don't want the soup, he asks if you  want a job. Take the
job, get your weeks wages in advance. Now go into the  kitchen. Stuff
this job, its boring, you can't cook, and you already got paid,  so
stuff it and bail out the window.  Exit right from the town, to the map.
Go to the swamp area. USE BUCKET ON  SWAMP. You fill bucket with mud.
Exit back to map, head back into town.  Go to Largo's room, CLOSE DOOR,
USE BUCKET WITH DOOR, now hide behind the  clothes changing curtain.
Largo comes in, get's bucket of mud on head,  clothes are dirty. Largo
goes to cleaners, follow him there. Watch the  conversation. Largo
leaves. Now go back to his room, CLOSE DOOR. You will  see a laundry
ticket tacked to the back of the door. PICK UP TICKET. Go  back to the
laundry dude, give him the ticket, he gives you Largo's clothes.  Now
exit the town to the map, head to the swamp and back to the Mojo bitch.
Give all your voodoo doll ingredients (toupee, bone, bra and spit) to
her.  She will make a voodoo doll and give it to you with some pins.
Now get back to the town, head to Largo's room. When you go in there he
will start yelling and start to throw you out. While he's doing this,
quickly USE PINS ON VOODOO DOLL. Now watch the animation sequence as you
banish Largo from town.  Head out of town to map. Go down to peninsula.
You meat captain dreadlocks talk to him and he tells you he needs his
necklace to sail.  Give him Wally's monocle and it will make him happy
enough to let you use his ship. Now he'll give you a map and  you tell
him where you want to go. Select PHATT ISLAND from the map. While  on
Dread's boat remember to pick up the bag of Parrot Chow when you see it.
Congratulations... You just finished Part 1

===========================
3.0 PART 2: THE FOUR PIECES
===========================
When you arrive on PHATT you get arrested by the guard no matter what
you  say to him. After the conversation with the Phatt pig you find
yourself  behind bars. PICK UP MATTRESS... there's a stick underneath.
USE STICK ON  BONE (the bone is the leg bone of the skeleton in the cell
on the left.)  You flip the bone into your cell with the stick. PICK UP
BONE... GIVE BONE  TO DOG. Dog walks to you, drops key, takes bone. PICK
UP KEY, USE KEY ON  CELL DOOR... you are now free. Before leaving be
sure to grab the two  envelopes on the shelf near the door. One is the
MANILLA envelope and one  is the GORILLA envelope. In the manilla is all
your inventory, and in the  gorilla is a banana and an organ. OPEN
ENVELOPES to obtain the items. Now  leave the jail.  From the jail, head
right. You will see a long path going off into the  distance. Along this
path you will see a few alleys and a library on the  left, and a pier on
the right. Head to the pier. Talk to the old man  who is fishing. Brag
to him about what a great fisher you are. He will  challenge you to a
contest from which you can get his fishing pole if you  win. The contest
is who catches the biggest fish. After you talk to him  leave the screen
to the left. Head to the Library.  Inside the library, to the left is a
model lighthouse. OPEN LIGHTHOUSE.  You find a lighthouse lens... pick
it up and keep it. Now go talk to the  librarian. Apply for a library
card. Now you have a temporary card. Go  over to the card catalogue.
Select a book that you WON'T NEED later. My  favorite book to use for
this is the Pirate's Primer found under P in the  catalog. It's a book
about software piracy... haha... You need to get  two other books at
this point that you will need later. One is under D  for Disasters and
pertains to the sunken ship Mad Monkey. The other book  pertains to the
Ashes to Life spell and is found under A for Ashes. Or V  for Voodoo...
can't remember... When you find the three books and select  Hmmm I
better remember this book for each one, go over to the librarian  and
ask for each book by name. She will give you the books you request.  Now
leave the library and head back to the left towards the jail.... keep
going left past the jail and you'll see a long path to the left heading
off  into the distance. Take this path to the map screen. Now head to
PHATT  Mansion.  Enter the mansion through the front door. Try to walk
up the stairs. The  guard stops you. Tell him he's confused you with
your cousin Guybrush. Then  tell him you think there is a fire in the
kitchen. He leaves, you can now  proceed up the stairs. When you get
into the Phattboy's bedroom he's asleep.  Notice there is a book on top
of his fat belly. Move the cursor over the  book and you see the title
is famous pirate quotations. You will now need  to use your book to
offset the weight of his book so you can take it. Select  USE PIRATE
PRIMER WITH FAMOUS PIRATE QUOTES. After a short animation which is
reminiscent of Indy Jones and the Temple of Doom, you end up with the
Quote  book. Leave this place now and go back to the wharf.  Head over
to the path where the library is. You will see two alleys. Head  into
the first alley. There's a guy betting with a guy who's running a
roulette wheel. He wins the bet and leaves... quickly follow this guy
out  of the alley. He heads into the second alley, follow him there and
hide  behind the crates and watch what he does. He then leaves. Now go
up to the  door, select OPEN PEEPHOLE, Guybrush knocks on the door. When
the dude answers  the door select the first dialogue option (Give me the
next roulette number).  He will ask for the password. What he will do is
hold up some fingers and  say one thing, then hold up different fingers
and say another thing. For  instance he'll hold up four fingers and say
"If this is two", then he'll hold  up one finger and say "Then what is
this". You will then have to select a  number. In this example the
answer would be FOUR. Why? Well, here's the  secret - When he first
holds his hand up, count how many fingers he has up.  This will be the
magic number. Everything else he says is just designed to  throw you
off. He'll make you repeat the deal successfully three times in  a row.
Just keep telling him the number of fingers he holds up first and
you'll get it right each time. After three times he tells you the number
you need to win roulette. After you get the number, go back to the
roulette  wheel and place a bet. Win the ticket to the party, go back to
the gamblers  club, get the next number, go back to roulette, place bet,
win, take the  money, go back to the gamblers club, get the next number,
go back to the  roulette dude, place bet, win, take the circus
tickets.... Now leave and go  back to Dread's ship on the far right. Ask
Homeboy to take you to BOOTY  ISLAND.  When you arrive on Booty go into
the first shop you see on the left, the  antique shop and buy everything
you can get. This includes the following  items: SHIPS HORN, SIGN ABOUT
PARROT, FEATHER PEN, HUB CAPS, PIRATE HATS,  ELVIS PLATE, SHINY SAW,
PARROT'S MIRROR, maybe some other STUFF too...  Don't worry about money,
you will have plenty to get all you need. In order  to buy things select
PICK UP (ITEM) and Guybrush will say he wants to buy  it. The Antique
Dealer will then either tell Guybrush the price and offer  to sell the
item, or decline to sell the item entirely. The few things  you might
have trouble buying are the Sign about Parrot and the Parrot's  Mirror.
To buy the sign about the parrot, the antique dealer will decline  to
sell it first, then agree to sell it. With the parrot's mirror, the
dealer will decline to sell it unless you do something first. Here's
what  you do... First make sure you bought the sign about the parrot.
Once you  do this there will be an empty hook left in the place where
the sign was.  Take your bag of parrot chow that you got from Dread's
ship. Select USE  EMPTY BAG OF PARROT CHOW ON HOOK. You will hang the
parrot chow bag on  the hook. The picture of the parrot on the parrot
chow bag will attract  the parrot. The parrot will walk from the left
end of the perch to the  right end of it in order to look at the bag of
parrot chow. Now that the  parrot is not looking at the mirror anymore,
the dealer will let you buy  the parrots mirror. Select PICK UP MIRROR
to get the dealer to sell it.  After you buy everything, talk to the
dealer about the piece of the map  on his counter. He wants millions for
this map piece, but he'll also trade  something for it. He tells you
about the figurehead of a sunken ship called  the Mad Monkey. Find the
figurehead and he'll trade it for the map. We'll  find the figurehead
later.... for now, leave the antique shop and head on  across the street
over to the costume shop.  Inside the costume shop the costume dude will
not give you a costume unless  you have one reserved. If you show him
your ticket to Governor Marley's  party he will give you your reserved
costume. Select GIVE MARDIS GRAS PARTY  TICKET TO COSTUME DUDE. He will
give you the costume that had been reserved  for the previous owner of
the ticket. Unfortunately the costume is not quite  your style, but you
are stuck with it and it will get you where you need  to go, so take it
and leave.  Now walk to the right from the costume shop and meet up with
Kate who is  standing near Stan's Used Coffin Store waving flyers and
yelling. Talk to  her and take a flyer from her. Now say goodbye and
proceed on your way,  moving right.  Walk past Stan's shop (you'll deal
with him later), you will see the spitting  contest, just keep walking
past it towards the right of the screen (you'll  enter it later), and
then you'll get to the far right of the screen, exit it  and arrive at
the map of the island. Select Gov. Marley's Mansion from the  map.  On
your way to the mansion you meet a chick guard dressed as LeChuck. Have
a  conversation with her, put your costume on, then proceed to the
mansion.  When you get to the mansion, before you enter, notice there is
a path running  to the back of the mansion. There are actually two
paths, one heading left,  and one right. Take either path and you arrive
in back. There is a back door  which leads to the kitchen and there are
some garbage cans. Select PUSH  GARBAGE CANS. You make a loud noise with
the cans and the cook get's way  pissed and comes out yelling at you.
Run away from the cook and he will  chase after you. Run to the path and
follow it to the front of the mansion.  Keep running past the front of
the mansion to the opposite path and follow it  around the other side of
the mansion towards the rear again. You will have  made a complete
circle around the mansion, the cook has been chasing you all  the way.
Quickly enter the kitchen door before the cook catches you. Inside  the
kitchen you see a pot of fish. Take one of the fish and leave the
kitchen.  Let the cook yell some more and ignore him and he will go back
in the kitchen.  Now take one of the paths back to the front of the
mansion and enter the  mansion via the front door. All of the guests
will ignore you so don't waste  time talking to them. Look to the far
left side of the room, there is a  painting there. You see a piece of
the map you need stuck on the corner of  the painting. PICK UP PIECE OF
MAP. Now leave the mansion. You will get  stopped by the gardener and
the dog and taken back into the mansion and taken  upstairs to see Gov.
Marley. Marley will be pissed and the two of you will  have a
conversation. Select all of the polite, grovelling dialogue selections
and you will be ok. Don't piss her off more. She will end up taking the
map  and tossing it out the window. Leave the room, head on downstairs
and out the  front door. Try to pick up the map piece and it will float
away and then  get carried by the wind and finally land on the side of
the cliff. Go back  inside the mansion. Go upstairs and into Gov.
Marley's room. She's gone now.  Notice the oar mounted above her bed.
PICK UP OAR. Now leave, go downstairs  and out the door. The dog will
bark and you tell him to shut the hell up.  When the dog shuts up,
select PICK UP DOG, and you will take the dog Guybrush  and stuff him in
your pocket. Now leave to the right, heading down the path  away from
the mansion and you will arrive back at the overhead view of the  map.
Select Dread's ship from here and when you get to the ship have him
take you back to PHATT Island.  Back on Phatt Island take the path over
to the pier with the old fishing man.  Select GIVE FISH TO MAN. You will
have a conversation and he will admit you  caught the biggest fish and
you win. Your prize is his fishing pole so he  gives you his pole and
leaves. Go back to Dread's Ship and have him take  your ass back to
BOOTY Island.  Back on Booty Island go down the path to the left past
the antique shop,  behind the old man with the cannon and you'll enter
the overhead view map.  Select the cliff at the bottom of the map. When
you arrive there, select  WALK TO SIDE OF CLIFF. You will get a view of
the map on the side of the  cliff. Select USE FISHING POLE WITH PIECE OF
MAP. You will cast your  line, hook the map and start reeling it up.
When you almost have the map,  a bird flys by and takes the map from you
and flys to the BIG TREE. Leave  the cliff area and you'll be back on
the overhead view of the map of the  island. From here, select the big
tree and walk to it.  When you arrive at the big tree, you will see a
bunch of holes in the tree.  The first hole has a plank stuck into it
that will act like a step. Take  the oar from your inventory and stick
it into the second hole. ie. USE  OAR WITH HOLE. Now step up on the big
tree root from the left. Now walk  to the plank, now walk to the oar.
When you step on the oar it will break  and you will fall and hit your
head and become unconscious. You will have  a dream then you will wake
up again. Pick up the broken oar and leave this  scene, back to the
overhead map. From here select Dread's ship. When you  get to the ship,
have him take you back to SCAB Island.  Head on over to the left and
enter the first door you see, which will be the  Woodsmith's workshop.
Select GIVE BROKEN OAR TO WOODSMITH. The Woodsmith  will fix your oar,
reinforce it, and give it back to you. Leave the workshop.  Walk left
and head on over to Wally the Cartographer's pad.  At Wally's all you
need to do is replace his monocle with something he can  see with. Give
him the lighthouse lens you got from the model lighthouse  at the
library. Select GIVE LIGHTHOUSE LENS TO WALLY. Now leave Wally's  abode
and head on across the way to the Bloody Lip Bar.  When you get down the
hatch to the Bloody Lip Bar, order some drinks. The  barkeep dude will
have a variety of specialty drinks that have colorful names.  Order one
of each drink. The Barkeeper will give you a free crazy straw. You  will
USE CRAZY STRAW WITH DRINKS later in the game in order to drink them.
Now  ask the barkeep for some near-grog. He'll tell you that Kate bought
all the  near grog. You'll need to know about this later. Now look over
at Jojo the  monkey. See his metronome? (That ticking thing on top of
the piano). Place  the banana on the metronome ie. USE BANANA ON
METRONOME. Jojo becomes dazed  while looking at the banana. Select PICK
UP JOJO... you pick the monkey up  and stuff him in your pocket. Now
leave this scene, head back up the stairs  to the surface.  Now proceed
left and up to where the laundry dude and the pirates are. The  pirates
are all kicking back and sleeping. You need to get a few things from
the Woodsmith's workshop, so the goal here is to somehow get the
Woodsmith  to leave his shop... Perhaps if you created an incident where
an emergency  Woodsmith housecall would be necessary you could
accomplish your task. Any  ideas? Take a look at 'ole pegleg the
pirate... see his peg leg? Select  USE SAW ON PEGLEG. You saw his peg
leg off! haha. Now leave this area.  The pegleg dude wakes up, notices
his peg leg is gone and starts screaming.  From here go to the
Woodsmiths Workshop.  When you get to the workshop, notice that the
Woodsmith is gone. He went out  to go fix the peg leg you sawed off. Now
that he's gone you can take a few  things that you will need later. Take
the Woodsmith's hammer from the wall,  then take some nails. That's all
you'll need from here so leave this area  and go back down the path to
the right till you get to the overhead map.  Now select Dread's ship and
have him take you back to BOOTY Island.  Back on Booty Island head on
over to Stan's and go inside. Stan is a high  pressure salesman and one
of the most hilarious characters I've seen in an  adventure game in a
very long time. Some of the things he will say to sell  you his things
are incredibly funny. So ask Stan to see a coffin and enjoy  some of the
things he says during the conversation. At one point he hops  inside the
coffin to show you how roomy it is. At this point select CLOSE  COFFIN,
and you will close the coffin door on top of him. Stan should give  you
a complimentary Stan's Used Coffin's promotional hanky sometime at this
point of the game. Now, quickly select USE NAILS ON COFFIN. If you do
this  quickly enough you will hammer the coffin lid down with the nails
and seal  it shut. If you aren't quick enough Stan jumps out before you
get the  chance, but you can get him to go back in just by talking to
him and asking  him to show you the coffin again. After Stan is nailed
shut into the coffin  he really starts saying some damn funny things.
For a really good laugh  ring the bell on the counter while stan is
sealed in the coffin... OK now  do what you came to do, take the CRYPT
KEY. It's on the back wall behind  the counter. You can break the cash
register open with the hammer if you  want, but it's empty so don't
bother. Leave Stan's store (poor Stan).  Now head on over to the right
and you arrive at the spitting contest. Stand  over near the flag
markers in the ground and select USE SHIP HORN (the horn  that you got
from the antique shop). When you blow the horn the spitmaster  will
leave momentarily. Now's your chance so act quickly. Select PICK UP
FLAG. You will move the flag markers around in a way such that the
distance  is less to win first place in the spit contest. The Spitmaster
will now  come back. Look at the colorful drinks from the bar in your
inventory. You  will need to mix the blue and the yellow drink to form a
green drink that  will make your spit thick. Select USE YELLOW DRINK
WITH BLUE DRINK. The  drinks will mix into a green one. Now select USE
CRAZY STRAW WITH GREEN  DRINK. You will drink some of the green drink
and it will make your spit  nice and thick. Now select TALK TO
SPITMASTER... Tell him you want to enter  the contest... Select a name
for yourself, I chose the best one, Captain  Loogie. haha. Ok now you
don't need to hawk or swish or anything to win the  contest, the trick
is all in the wind at this point. See the line of spit  contest
spectators? Look at the last spectator on the right. She is wearing
this sash around her waist that will blow in the wind from time to time.
Keep  a close eye on this sash. Point the icon to PTOOIE and poise your
finger  over your mouse, ready to click. When the wind blows the sash up
you know  the wind will be right to help your spit fly high and far.
With a little  timing you can click on PTOOIE just as the sash is
blowing and your spit will  fly well and you will win first prize. (A
plaque with a loogie on it). If  you fuck up, you can try and try again
so keep trying until you win and get  your Loogie Plaque. When you do
get your first prize, head back over towards  the left and go back to
the antique shop.  At the shop select GIVE PLAQUE TO SHOPKEEPER. He
won't seem to interested in  buying the plaque at first, but in your
conversation if you keep selecting  dialogue selections that hype up the
plaque and make it sound like a valuable  item you can get the dude to
offer you 6000 pieces of eight for the plaque.  Say yes and sell him the
plaque for the 6k, then leave the shop. Now you have  enough money to
charter a glass bottom boat from Kate and search for the  Figurehead of
the sunken ship, Mad Monkey. Ahh, but first you must know the
coordinates of where the sunken ship is located. Select LOOK AT MAD
MONKEY  BOOK, and it will tell you the coordinates. Write these
coordinates down  and walk over to the right and talk to the flyer lady,
Kate.  Talk to Kate and ask her to charter her ship. She'll ask you to
show her where  you want to go on the map. When you move the icon
around, coordinates will  appear. Move the icon around until you are
pointing to the same coordinates  shown in the book that you wrote down.
Select that point and you'll be out  on Kates boat in the ocean. Select
"Dive down into the sea". You will swim  down to the bottom of the ocean
and see a sunken ship. The Figurehead is  at the front of the ship to
the right. Swim over to it and pick it up. It  is too heavy to swim back
up to the surface with, so swim back over to the  left and you'll see
the anchor. Swim to the anchor and select PULL ROPE (the  rope that is
attached to the anchor)... Once you do this Kate will haul you  and the
anchor back aboard the boat. You will soon arrive back on BOOTY  Island.
Talk to kate again. Ask her if she is the same Kate who bought  all the
near-grog. She is, so ask her for some of the near-grog. She'll  be a
stingy bitch and refuse to give you any. You'll get some revenge on the
cunt for that a little later. For now, head on over to the Antique Shop.
At the antique shop select GIVE FIGUREHEAD TO ANTIQUE SHOPKEEPER DUDE.
He  will trade you his piece of the map. You now have your first of four
map  pieces that you need. Let's go get the second piece from the Big
Tree....  Exit the shop, head off to the left to get to the overhead map
view. From  here select BIG TREE and go there.  Once you arrive at the
big tree select USE REINFORCED OAR WITH HOLE to place  your repaired oar
back into that second hole. Now walk to the big tree root,  walk to the
plank, walk to the oar. Now you will be standing atop the oar,  and you
will need to select PICK UP PLANK. Pick up the plank from behind you.
Now Select USE PLANK WITH HOLE to put the plank in the third hole up
which  is to the right of the oar you're standing on. Pretty soon he'll
get the idea  and climb up the rest of the tree by himself. When you get
there and you see  the three treehouses, look way up at the top
treehouse on the left. Select  it to walk up there. You will find a
telescope up there... PICK UP TELESCOPE.  Now head back down to the
first treehouse and enter the doorway. The bird  that stole your map
piece is in there sitting on top of a large pile of other  maps that you
will never need. How will you ever find your map now? Well  remember the
doggie at Marley's pad? He seemed to have a nose that could  sniff out
objects that belonged to Gov. Marley. Maybe he could sniff out  the map
for you... Select USE DOGGIE ON PILE OF MAPS. The dog will jump  into
the pile and come out with your map. Congratulations - you now have two
of four map pieces. Leave the treehouse and climb back down the tree. Go
to the overhead map view and select Dread's ship. Have him take your ass
back to SCAB Island.  Once you arrive on SCAB Island, head back to the
right to get to the overhead  map view. From here select the CEMETERY.
At the CEMETERY on the right hand  side there are several tombs and one
crypt. Go to the crypt and select USE  CRYPT KEY (from Stan's) ON CRYPT.
You will open the door and go inside.  Walk to the last coffin on the
very bottom right-hand side of the room. Now  you need to refer to your
book of pirate quotes that you got from King Phatt  boy. Select LOOK AT
BOOK OF PIRATE QUOTATIONS. Read a few of the quotes.  Now select LOOK AT
COFFIN, to examine the coffin on the bottom right hand side  of the
room. You will notice some familiar quotes. Now select OPEN COFFIN.  You
will remove the lid and see some ashes inside. Now select PICK UP ASHES
and you will get some ashes. Now leave the crypt, exit the CEMETERY to
the  left and you'll be back on the overhead map. From here go to the
swamp area.  At the swamp area take the coffin boat back to the voodoo
mojo bitch and tell  her you got some ashes so she can make an ashes-to-
life potion for you. Give  her the ashes and she'll say she forgot the
recipe for the potion. Give her  the book about ashes to life that you
got from the library. The book contains  the recipe and will allow her
to make the potion for you. Get the potion and  leave the place, row
back to the shore and exit left back to the map. From  here head back on
over to the CEMETERY.  Back at the CEMETERY enter the crypt again and
LOOK AT OPEN COFFIN. Now select  USE ASHES-TO-LIFE POTION ON ASHES. The
dead dude will come back to life. He's  the guy who owns that wiener hut
on the beach. He didn't know he was dead.  Talk to him and tell him he's
dead. He has this nagging feeling he left his  stove burners on back at
the wiener shack. Offer to turn the stove off for  him and he'll give
you the key to the place. Leave the crypt and exit the  CEMETERY back to
the map. Select the beach area at the top of the map and  go there.  At
the beach walk over to the shack and select USE KEY ON DOOR, the door
will  open. Walk inside and you'll see that the burners are indeed on.
Select USE  KNOBS and you will turn the burners off. Now exit the shack,
then exit the  beach left and get back to the map. From here select the
CEMETERY again.  Back at the CEMETERY, enter the open crypt again. Look
at the open coffin.  Select USE ASHES-TO-LIFE POTION ON ASHES and he
comes back to life again...  Tell him you turned his burners off... he
can rest in peace now and will give  you his piece of the map.
Congratulations you now have THREE OF FOUR Map  Pieces! Exit the crypt,
exit the CEMETERY and you'll be back on the map.  Select Dread's ship
and have him take you over to PHATT ISLAND.  Now that you're back on
PHATT Island you're gonna get some payback on that  Kate bitch who
wouldn't give you any near-grog. Still have Kate's flyer  in your
inventory? Good... See your face on that wanted poster pasted to  the
wall? Select USE KATE'S PICTURE ON WANTED POSTER and you will paste
Kate's face over yours on the wanted poster! Now leave this scene by
going  into the library or something. Kate will walk up to the poster
and see it.  The guard will come over and, thinking she is you, take
Kate and throw  the bitch in jail. Now head back over to the jail and go
inside. Kate's  envelope containing her personal possessions is lying on
one of the shelves  near the door. Take the envelope and open it and you
will have yourself a  bottle of near-grog. You'll need this later. Leave
the jail and walk  back over towards the right. Take the path where the
library is way down to  the end so you can get to the overhead map view
of the island. From here  select the waterfall area and go there.  Once
you arrive at the waterfall walk up along side of it to the top of the
hill. When you get here the view will change to a small clearing above
the  waterfall and you will see a pump here. The pump controls the
waterfall  flow and to get past the waterfall you're gonna need to turn
the water off via  this pump. But how do you manipulate the pump? You
need a tool of some sort,  like a wrench, perhaps... or maybe a monkey
wrench? Or maybe even a monkey!  Yep that's right, select USE JOJO (The
monkey from the bar) WITH PUMP. Jojo  will act as a monkey wrench on the
pump and the waterfall will be turned off.  Go back down the side of the
waterfall from whence you came. The waterfall  is off now and you can
see a "newly discovered gaping hole" which lies at  the base of the
fall. Walk into this hole and you will be headed down a  tunnel. The
tunnel you are walking through is taking you underneath the  sea that
separates the small island with the cottage on it from the larger
island of PHATT. Proceed on through this tunnel until you come out on
the  other side. You are now on the small island!  On the small island
you can see a cottage high above you, a path leading up  to the cottage
on the left, the tunnel back to PHATT to the right of the  path, and to
the right of the tunnel, under the cottage there is a hole. Dont  bother
with the hole just yet, select the cottage with your icon. Guybrush
will walk up the path to the cottage and soon arrive there. Open the
cottage  front door and walk inside.  Inside you meet up with a man.
Have a conversation with him and pretty soon  he will challenge you to a
drinking contest. He will move off-screen to the  left to prepare a mug
of grog for you, then he'll come back and set it on the  table. He will
then go back off-screen to the left to prepare a mug of grog  for
himself. When he leaves at this point, you must act quickly. What you
want to do is empty the grog from your cup and refill it with near-grog
so  you can win the drinking contest. Select PICK UP MUG OF GROG. Walk
over to  the tree in the barrel located on the far upper left hand
corner of this  screen. Select USE MUG OF GROG ON TREE and you will
empty the mug of grog  onto the tree. Now select USE NEAR-GROG ON MUG to
fill the mug with near  grog. Now select USE MUG OF NEAR-GROG ON TABLE
to put the mug back down. If  you worked quickly, by this time the man
should be just arriving back into  the room with his mug of grog and you
both sit down. He makes you drink first.  You drink your near-grog and
you are fine... He then drinks his mug of grog  and passes out cold on
the floor... You win the contest! Walk over to the  top of the room and
find the mirror frame hanging on the wall. Hmm I think  a mirror needs
to go here. Take the mirror you got from the antique shop  and place it
into the frame... Select USE MIRROR WITH MIRROR FRAME. When  that is
done, walk on over to the bottom right hand side of the room. The  front
door is on this side and there is a window to the right of this door  in
the bottom right corner of the room. You will need to open this window
before you go on. Select OPEN WINDOW. Once the window is open, go
outside  through the front door. See that ugly statue out there on the
lawn? Walk  over to it. There is an inscribed plaque at the base of the
front of the  statue. Read this plaque and you'll get a hint about what
to do next.  Can you figure it out? No? ok well here's what you do...
Take your  telescope that you got from the top of the Big Tree. Put your
telescope in  the statue's hand. To do this select USE TELESCOPE WITH
UGLY STATUE. You  will see a beam of sunlight shine through the
telescope, through the open  window into the cottage, bounce off the
mirror you put in the mirror frame,  and finally it will shine upon a
single brick in the wall on the far left  side of the room. Remember
this brick. The light will stop shining and  the telescope will drop to
the ground and you will pick it up automatically.  Now walk back into
the cottage and walk over to the left side of the room  where that brick
wall is. What you want to do here is pull the brick that  the spotlight
showed you. Below the trap door you are standing on is a  basement that
contains the fourth and last piece to the map. The basement  also
contains a hole with a chute that spills out onto the beach below  the
cottage. Above this chute is a butt slide that your butt slides down
when you fall through the trap door. If you pull the wrong brick, this
butt slide will spill you out onto the beach below and you'll have to
hike back up the hill to the cottage again. If you pull the right brick,
(the one the spotlight pointed out), the butt slide will spill you out
right into the basement. So pull this brick; select PULL BRICK and click
on the spotlighted brick. You will fall down the trap door and find
yourself in the basement. If you pulled the wrong brick or forgot the
right brick you'll find yourself on the beach. You can hike back up  the
hill and use the telescope on the statue again to find out the right
brick. If you did it right and you are now in the basement, pick up the
map that the skeleton is holding. Now bail through the hole in the
floor.  From the beach, climb back up the path to get to the overhead
map view.  From here select captain Dread's ship. Have Dread take you
over to SCAB  Island.  At Scab Island you'll want to head on over to
Wally the Cartographer's pad  and have him put this map together for
you. When you get to Wally's, select  GIVE MAP PIECE TO WALLY. You can
give him any one of the map pieces and  he'll get the other three from
you automatically. It seems that Wally had  ordered a love potion from
The House Of Mojo and asks you to go pick it up  for him while he puts
your map back together. So leave Wally's and head on  over to the swamp
area and visit the House Of Mojo. Talk to the Mojo bitch  and select the
dialogue about Wally's Love Potion. She'll give you his  love potion
(Inside the Juju bag), but first she has a vision. She senses  Wally
being kidnapped by LeChuck. She tells you to go save his ass. Leave  and
row back to shore. Open the juju bag or look at it and a love bomb  and
some matches will pop out. Now head over to Woodtick and visit Wally's
pad again. Look at his table and see the message he scratched into it.
Now  go back to the House of Mojo in the swamp. Walk over to where the
swamp  meets the shoreline. See that crate sitting up there on the
shore? Walk  over to it. LOOK AT CRATE. See who it's addressed to? Get
an idea  of what to do now? Select OPEN CRATE... now select USE CRATE.
Guybrush  will hop into the crate and shut the lid. Some UPS type dudes
will pick  the crate up with you in it and ship it over to Lechuck's
Fortress.  Congratulations... you just finished Part 2


==============================
4.0 PART 3: LECHUCK'S FORTRESS
==============================
You start out here standing in the fortress next to the shipping crate
that  you arrived in. Walk to the right and go up the stairs and enter
the door  at the top. Walk straight across the room to the far right and
enter the  doorway. Walk past bones to the door across the room to the
right and enter  that door. Now walk down the stairs over to the cell
and you'll find Wally  strung up by his wrists in the cell. Talk to
Wally, he'll tell you to go  get the key to the cell. Leave Wally, head
back on up the stairs and out  the door. Head left over to the three
"Ugly Bone Things". Remember the  paper you got Largo's spit on? Look at
this spit encrusted paper now.  See the song? Read the first verse of
the song. Note how the bones are  connected in this song. Now go back to
the view of the room. Find the  skeleton whose bone configuration
corresponds to that of the first verse  of the song. Push that skeleton.
Walk through it. When you arrive in the  next room look at the paper
again. Read the second verse of the song. Push  the skeleton whose bone
configuration corresponds to the second verse of  the song. Keep doing
this for all four verses and you will finally arrive  in a room with a
huge door and many locks on it. Simply select OPEN DOOR  and walk
inside. See the key hanging on the wall to the right of LeChucks
throne? Walk over and pick the key up. Surprise, Lechuck captures you.
There's no way to avoid this so don't worry about it.  In the next scene
you and Wally are strung up over this pit of acid. Lechuck  explains
what will happen to you when the candle burns down. Ask Lechuck  some
stupid questions and he will finally leave. Now, for a good laugh,  talk
to Wally and ask him some questions. Ok, now get down to business.  Go
to your inventory and select USE CRAZY STRAW WITH GREEN DRINK. Now you
can spit at things. See that shield to your immediate right side? You
need  to spit at the EXTREME bottom left-hand corner of this shield to
put the  candle out. Position your icon properly and spit. If you miss,
keep trying  and remember... EXTREME bottom left hand corner of the
shield. Sooner or  later you'll put the candle out and the screen will
go completely dark.  Light a match to see what's going on... Select USE
MATCHES.... Oooops...  Surprise... Kaboom!  Congratulations... You just
finished part 3... Short huh?

========================
5.0 PART 4: DINKY ISLAND
========================
You arrive on Dinky Island. Walk over to the far right and talk to
Herman  Toothrot. When he asks you what color the tree is, if you cycle
through all  50 or so colors in the dialogue box you will finally get to
select "ALL  COLORS" and he will say that is the correct answer and
leave you alone. You  don't really have to talk to this chump but hey, I
had to suffer through his  bullshit so you should too! Now walk over to
the left and look at the base  of the still on the ground. You should
see a martini glass there, and a  black crowbar lying on the ground to
the right of the glass. Pick em both  up. Now look on the left bottom
corner of the screen. See that bottle  lying there half in the water and
half on shore? Go pick it up. Now, see  that rock there to the left of
the still? Select USE BOTTLE ON ROCK to  bust the bottle open. Now walk
over to the barrel underneath the parrot.  Select OPEN BARREL and you'll
get yourself a cracker. Select GIVE CRACKER  TO PARROT. The parrot will
give you a clue (Head due East from Pond to  Dinosaur). Now select USE
MARTINI GLASS ON OCEAN to fill it with sea water.  Now select USE
MARTINI GLASS WITH STILL to distill the sea water and make  clean
distilled salt-free water. Now walk along the beach to the left and
about half way down the beach you will see a hole leading into the
jungle;  enter this hole.  In the jungle you see a path heading up and
one heading left. Take the path  on the left first. Follow the path on
the next screen all the way up to  the top. When you arrive on the next
screen after this you will see a bag  tied up to a tree and hanging
there. Select USE BROKEN BOTTLE ON BAG and  you will cut the bag open to
reveal a box of cracker mix which falls to the  ground. Pick up the box
of cracker mix and follow the path all the way  back to where you
started at the opening to the jungle. Now take the path  leading up to
the top of the screen. You will find a box with a rope tied  around it
sitting on the ground next to a pond on the next screen. Select  PICK UP
ROPE to get it. Now select USE CROWBAR ON BOX to open it. Now  take the
dynamite from the box and head east (right) two screens until you
arrive at the dinosaur. When you do, the parrot will fly into the scene
and land on the dinosaur. Select USE MARTINI GLASS WITH WATER ON CRACKER
MIX. You will get two crackers. Give one cracker to the bird for another
hint (Head North from dinosaur to pile of rocks). Follow this hint. When
you arrive at the rock pile the bird will fly over again. Give him the
last cracker for the final hint (Head due east to Big 'X'). Follow this
hint by walking off the right side of the screen and you'll see the Big
X... (ya can't miss it... haha). Herman will walk over and tell you he
knew a shortcut all along.. what a dick. Herman takes you back to camp
so when you get there take his shortcut (move right) to get back to the
Big X. Select USE SHOVEL ON BIG X to dig a hole. Now select USE MATCHES
ON DYNAMITE to lite your dynamite. Now select USE LIT DYNAMITE ON HOLE.
Kaboom...  Watch cut-away screen with Elaine... You are now inside deep
hole facing  treasure. Select USE ROPE WITH CROWBAR, then select USE
ROPE & CROWBAR  WITH TWISTED RODS (located at the top where the hole
is). You will end  up swinging over to the treasure but left hanging
there. This is where  you came in at! Elaine will talk to you for a
minute, then the rope  breaks and you fall down into pitch dark. Move
the icon around to feel  around for a light switch. When you find it,
select USE LIGHT SWITCH.  Boo!  Have a conversation with LeChuck and
find out his startling revelation  about the two of you... Sorta like
Star Wars, huh? Lechuck will zap  you with his voodoo doll a few times.
Walk back to the treasure room  when the coast is clear (first room on
the far left hand end of the  tunnel). Pick up the ticket from the
smashed up treasure chest. Walk  right all the way through the tunnel to
the very far right hand end  of the tunnel. Enter the door to the first
aid room from here.  Inside the First Aid room take a look at the
skeletons. Now PICK UP  DADS SKULL. Walk across the room over to the
trash can located  underneath the First Aid sign. Open the trash can and
take the surgical  gloves out of it. Now open the medical drawer to your
immediate left.  Take the hypodermic syringe from the medical drawer.
Now leave this room  and head back on down the tunnel to the left. In
the next room you'll  see another door to the left of the first aid
sign. Enter this door and  you'll be in a storage room. Open all the
boxes on the floor. You'll  find a balloon in one box, rootbeer in
another box, and a voodoo doll  in the last box. Take each of these
items, doll, balloon and root beer  and exit the room. Head back on down
the tunnel to the left. On the  next screen you'll find another door on
the back wall to the right of  the elevator sign. Enter this door and
you'll be in a room with a  broken grog machine. Use the gloves and the
balloon with the helium  container. Walk over to the grog machine and
look it over. See the  coin return at the top? Select USE COIN RETURN
and a coin will pop  out and roll on the floor. At this point LeChuck
should come in and  pick up the coin. If he doesn't right away then just
wait awhile or  do the coin trick again. When LeChuck does finally
arrive and bends  over to pick the coin up, his big ass and underwear
will be hanging  out. Select PULL UNDERWEAR to yank his shorts out.
LeChuck will voodoo  zap you into another room. Go back to the grog room
and mess with the  coin return again to cause another coin to drop. Wait
for LeChuck to  come back again. This time when he bends over to pick up
the coin  select USE HANKIE (from Stan's) WITH LECHUCK. LeChuck will
take the  hankie from you, blow his nose and give it back, then zap you
into  another room. Walk to the elevator room, push the elevator button
and  walk inside. Stand near the lever and when LeChuck arrives select
USE  LEVER as fast as you can. If your timing is right the doors will
close  in LeChuck's face and cut part of his beard off. Pick the beard
up.  The elevator takes you up to the top floor. Open the door and exit.
Remember this scene from Monkey Island I? Yeah, me too... Ok you'll
have some peace and quiet up here to make your voodoo doll of LeChuck.
What you want to do is put the doll, the beard, the skull, the hankie,
and the underwear into the JUJU bag that the love bomb came in. Select
USE  ON JUJU BAG with each item to place it in the bag. On the
last item Guybrush will shake the bag up and produce a custom LeChuck
voodoo doll. Now enter the elevator through the door again and go back
downstairs to find LeChuck. When you meet up with him, quickly select
USE HYPODERMIC SYRINGE ON VOODOO DOLL. You'll stick LeChuck and he'll
say a few things then walk out of the room. Follow him out of the room
and in the next room you'll speak with him again. Select the dialoge
option regarding pulling his leg off the voodoo doll. After this you
talk some more and he ends up asking you to take his mask off. Go  ahead
and do it, don't be afraid. When you do this you pretty much  have ended
the game. The ending moves on from this point pretty much
automatically.


===========
6.0 CREDITS
===========

The Monkey Island 2 game manual for some of part 2.0

Thats it? I suck it this credit making job. I've gotta start getting
more help!

================
7.0 LEGAL THINGY
================
Copyright 2000 "KingBroccoli"
This cant be stolen, used for profit, or changed. It can be used for
personal PRIVATE uses. If you want to put this FAQ on your site or
something like that (although you'd have to be crazy to want to) just
e-mail me at Kingbroccoli@hotmail.com

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