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Навигация

Читы для Morpheus

Чит-файл для Morpheus

Morpheus

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Soap Bubble Productions
Издатель:Piranha Interactive
Модель распространения:розничная продажа
Жанры:Adventure / 1st Person
Похожие игры:Myst
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1998 г.

Solution [ENG]

Информация актуальна для
Walkthrough (c) 1998 by Suzanne B. Houghton
Publication in any medium without express permission from the author is
prohibited

---------------------------------------------------------------------------


Morpheus is a relatively non-linear game. This walkthrough is organized
according to the surnames of passengers, but once you've gotten inside
Herculania you can explore the staterooms and dreamworlds in any order you
choose. As with all walkthroughs, please don't use this unless you get
hopelessly stuck; otherwise, you'll finish the game too quickly.


Introduction

As the Explorer, Matthew Holmes, you begin the game on the rear deck of
the Herculania. Your immediate task is to get inside before you freeze to
death. Walk forward and to the right until you come to a door. Press the
button; the airlocks are sealed. To the right of this door is an emergency
distress canister.  Press this button and it will release the distress
balloon, which promptly gets stuck in the mast. You can't climb up there,
so head back toward the rear deck.  At this point you should see a strange
vision of a man hanging himself. (Get used to this; there will be a lot of
them in the game.)

Climb up to the flying bridge, the high structure on the rear deck with
two sets of stairs going up. Look at the rocket launcher on your left.
There are three parts to this machine: the visual sights on the right, the
launch coordinates on the left and the lever in the center. Click and drag
on the visual sights and pull down and to the right, moving around
carefully, until you see the balloon in the sights (note:  it needs to be
aligned with the balloon, not the bottom of the mast). Notice the
coordinates lit up in red. Now click and drag on the launch coordinates
until the red coordinate lights on the bottom perfectly match the ones on
the visual sights.  Pull down on the lever, and it will launch a distress
flare which hits the balloon. The canister inside the balloon will fall to
the deck. Retrieve this canister and listen carefully to the message
inside. Go back to the flying bridge and look at the cargo release
machinery on your right. The controls are frozen, but if you look
carefully you'll notice that the inside of the ship is still set at a
comfortable temperature. Pull down on the lever. The machinery will try to
open the cargo bay doors, but fail. Go back down to the deck, right over
the area where you saw the vision. Walk out onto the doors, and you will
fall down through a broken piece and into the hold.

Getting out of the cargo hold

Well, you got inside (but probably not the way you imagined), and now you
can't get back on deck. Take a look at the body and the letter beside it.
Apparently this is all that's left of John Malherbe. Look around at the
area. You're standing on a pneumatic elevator; the controls are behind
you. Use the right lever to go down, the left to go up. Go down one floor
and notice the door labeled "Warning: Opening Will Breach All Airlocks."
Aha! Open the door and take a look at what's inside. (Kinda creepy, ne?)
Go back to the elevator and lower yourself another floor. There should be
a glowing green light in the area (radioactive materials, so don't get too
close). You should see another door.  Open it and climb back out on deck.
You should now be able to enter the main hull of the ship through either
one of the doors.

Turning on the lights

My, it's dark in here. Walk straight through to the far door, which will
put you back on deck. You'll see a brief vision. Enter the ship again
through the next door you come to, and follow the ghost down the stairs.
At the newel post of the staircase, you'll see a device with a knob. Turn
it, and the solar-voltaic cells will be activated.

Igniting the furnace

Herculania has two power sources: solar (which you just activated) and
uranium.  Unless both are active, you won't be able to access certain
areas of the ship, so your next goal should be lighting the uranium
furnace. From the bottom of the grand staircase, turn to the left and walk
through the passage below the stairs. You will see a theatre ahead of you,
and if you turn to your right, you'll see an elevator--but wait, what's
that ghost doing? It looks like a passage.

Walk to your right until you reach the swinging double doors in the
hallway, open them and go down a long flight of stairs. Go through the
door at the bottom, and you will see another door between two glowing
cylinders. Behind this door is the control room for the furnace. To your
left is the solar-voltaic cell panel, at full power.  To your right is the
uranium panel. Examine this panel carefully, but don't fiddle with it just
yet. Instead, click the striped call button on the left side of the panel.
The maintenance gondola will arrive. Inside the gondola, notice the two
handles on the right and left side, the two buttons on the right and left,
and the three windows labeled A, I and V (for Atrium, Injectors and
Ventricle). Pull the right handle to start the gondola moving. When you
get to the first stop, push the right button and an element of the furnace
will rise up into the gondola. Click and drag on this element to activate
part of the furnace, then push the left button and the element will
retract. Do this with all three elements. Notice that in the middle, the
gondola makes a 180-degree turn, which means you'll have to use the
reverse (left) handle to activate all three elements and return to the
control room.

Once all three parts of the furnace are active, pull the switch on the
right to activate the uranium power. Watch carefully the vision that
follows.

A note on entering the staterooms

From the uranium furnace, if you go back up the stairs and out to the
theatre lobby, you will notice four ceramic kinescopes. Click and drag on
the hand crank and watch each one carefully. Notice in particular the
information about each passenger receiving a personalized code to enter
his or her stateroom. You must learn more about the passengers in order to
access their rooms.

Entering Leo Galte's stateroom

Enter the elevator and go to the gymnasium on Level 2. Look at the boxing
posters on the walls. There's one missing. If you click on it, you'll see
a conversation between Leo and Belle Swan. Click carefully on the frame of
the missing poster and you'll see Leo was a welterweight. Go through the
swinging doors into the gym and play around with the different items here.
Pay special attention to the scale near the doors. You'll see a vision of
Leo bragging about his weight.  The two barbells he picks up make him a
heavyweight. The scale says welterweights are between 135 and 155 pounds,
and heavyweights start at 175. If you look closely at the barbell stand,
you will notice the 10-lb. weights are missing.  The only way Leo could
qualify as a heavyweight holding two 10-lb. weights would be if he weighed
155 pounds. 155 is Leo's stateroom code.
                                        
Inside Leo's room, look around carefully for clues. You'll find the poster
he stole, and see a brief vision of him getting carried away with anger.
Open Leo's serum case, a box marked with a flower symbol, and take his
serum.

Entering John Malherbe's stateroom

Review the kinescope which begins "Dr. Malherbe unlocks tribal secrets."
Notice that the special ingredients in the serums, aside from the blood of
the participants, are black orchid, valley orchid and a mystery substance
(the kinescope shows a frog). Go through the hall and up the grand
staircase to the ballroom entrance, directly across from the clock. Walk
through the ballroom and into the greenhouse.  Inside the gardener's shed
in the center, there is a map of the greenhouse, with the plants given odd
labels. Using this map, find the black orchid, valley orchid and amphibian
tank; on the map, these elements are represented as "death," "earth" and
"soul," respectively. Go back through the ballroom to the grand staircase
and downstairs to the stateroom area. Go through the uranium-powered door
at the far end, and into the herbal lab on the right. Pay attention to the
vision of Dr. Malherbe and Grace Thermon in the chair. Look at the spinal
influxor, the large machine with the rotating arms. Press the buttons for
Death, Earth and Soul, and the number 411 is displayed. This is Dr.
Malherbe's stateroom code.

Inside Dr. Malherbe's stateroom, read his personal journal and discover
some of the things he did to Jan, not to mention a little personal habit
which put him in danger.  You can also find Claire Moon's stateroom code
here. There is no serum for Dr. Malherbe.

Entering Billy Mexler's stateroom

Use the elevator to go to the lounge on Level 1. Look at the ashtray and
cigar to the right, paying careful attention to the pattern of the cigar
band. The vision seems to indicate Billy Mexler smoked this brand of
cigar. Go through the doors directly across from the elevator, into the
dining room. Look to the left of the rotating globe to find the cigar box,
then look for the brand of cigars in the middle top row which match the
one in the lounge. The cigars will fall down, revealing a card.  Look at
the card, turning it over to view a sketch of a fountain. You must find
this fountain for the next clue.

Go back through the lounge to the elevator and go to Level 3. Turn around
and go back to the bottom of the grand staircase, entering the stateroom
area. Go through the uranium-powered door at the far end, and you will see
the fountain. Come closer and you'll see a vision of Billy Mexler and
Grace Thermon discussing a bottled water scheme. Look into the fountain;
you will find another card, on the back of which is a picture of a "Royal
Flusher."

Enter the Mud Room, to the left of the entrance. Watch the vision of Billy
getting sick in the bidet. Look into the bidet and you will find a key,
which fits Billy Mexler's locker in the mud room. Inside the locker is a
poster of a fat lady weighing 386 pounds, with Billy's comments written
in. 386 is Billy Mexler's stateroom code.

Once inside Billy's room, there's a lot to see. Look at the bed, and note
the vision of Billy being carried away by Jan and Dr. Malherbe. Look over
the collection of items on his desk, including the marked cards and loaded
dice, the business card printer, the circus information, etc. Also look in
the wastebasket. Open Billy's serum case, marked with a spade symbol, and
take his serum.

Entering Claire Moon's stateroom

To enter Claire's stateroom, you must first have entered Dr. Malherbe's
stateroom. Among his personal effects is a ripped list of the passenger
stateroom codes. Claire's stateroom code, 324, is still on the list.

Inside Claire's room, look over her things and read her diary. Note
particularly the letter from Jan stating that the reverse image of her
medallion is the key to his stateroom. You'll need this information later.
There is no serum for Claire.

Entering Belle Swan's stateroom

Use the elevator to go to the lounge on Level 1. There are placards on the
tables announcing the three-piece band playing the music for Belle Swan's
performance.  Notice that they play the harp, drums and oboe. Take the
elevator to Level 2, turn and walk through the passage to the bottom of
the grand staircase. Go up the staircase and around to the ballroom
entrance, reading the placard which announces Belle Swan's performance of
"Salome's Seven Veils." Inside the ballroom, find the music machine. Use
the controls to select harp, drums and oboe, and choose Salome's Seven
Veils as the music. The number 568 is displayed in the music machine; this
is Belle Swan's stateroom code.

Inside Belle's room, read her scrapbook and notice the rather unfortunate
early deaths or disappearances of most of her husbands. Look over the
other objects in the room carefully. Open Belle's serum case, a box with a
feather symbol on top, and take her serum.

Entering Grace Thermon's stateroom

Go back to the uranium furnace and use the ladder at the start position of
the gondola to climb down. Walk around until you find a note and read it
carefully. Grace Thermon complained about the temperature in the Turkish
bath, and all the heaters were increased by 40 degrees. The fountain in
the Turkish bath displays the correct temperature ratios for the rooms. Go
back upstairs and enter the stateroom area at the bottom of the grand
staircase. Go through the uranium-powered door at the far end, and walk
around the fountain to look at the three rooms of the Turkish bath.  Turn
around and look at the fountain, which has three buttons and three spouts;
each button shows the correct ratio for the rooms (Frigidarium:1,
Tepidarium:2, Vaporarium:3). On each door is a temperature gauge for the
room. To open all the doors, set the gauges correctly for each room:
Frigidarium at 40-, Tepidarium at 80- and Vaporarium at 120-. Enter the
Vaporarium and look at the paper left behind; you'll see another vision of
Grace Thermon. Rather obsessed with cleanliness, isn't she? Go further
inside and turn on all the spigots; the door will fog up, and you'll see a
message: Psalm 24:4 ("He that hath clean hands, and a pure heart; who hath
not lifted up his soul unto vanity, nor sworn deceitfully.")  244 is Grace
Thermon's stateroom code.

Inside Grace's stateroom, look at the box of dolls and at the Bible on the
bedside table; read the letter inside. Also look at the hat box beside the
bed. Grace didn't seem to be a very nice old bat. Open Grace's serum case,
a box with a flame symbol on top, and take her serum.

A note on entering the dreamworlds

Once you have chosen a passenger's serum (you can only hold one at a
time), use the elevator to go to Level 4. Here you will see some
strange-looking pods set up, with passengers' names on them. Click on the
upright pods and you will see a partial flashback of the visions you
remembered from the beginning of the story. In the corner is a machine
which sets up the pods. Enter the code 318, found inside the serum case of
each passenger, and the pod originally reserved for Dr. Malherbe will be
sent down into the Neurographicon. You will then see a vision of an
exchange between J.C. Pharris and Dr. Malherbe, and a secret entrance will
be revealed. Go through this entrance and down the staircase to enter the
Neurographicon chamber. Five pods will be set up, only one of which is
empty; the master pod at the end of the walkway contains Jan, who is still
alive inside the machine. Use Dr. Malherbe's open pod to enter the
dreamworlds, matching each passenger's serum to the symbol on his or her
serum case.

Leo Galte's dreamworld

Enter the pod and put Leo's serum into the receptacle with the flower
symbol. You will find yourself in a waterfront city in Ireland. Before you
is an empty flower cart; the object of this dreamworld is to collect three
flowers to fill the cart.

Go into the police station and notice the numbers on the keys behind the
desk. Go back to the cells and notice the items that were left behind in
each cell. Cell 1 was occupied by Tess and has a glove; cell 2 held
Ophelia and has her knitting; cell 3 matches Molly, who left her flute
inside; cell 4 had Lulu and still has a teacup; cell 5 matches Kitty and
has her hat; and cell 6 held Ingrid, who left an earring. Go out of the
police station and walk down the street to Miss Pettibone's Boarding
House.  Go upstairs and look in each room, finding the items related to
each girl.  Also note that each room has a stereoscopic viewer showing a
particular location of the world. Matching each item to the area in the
stereoscope, you can find where each girl is: Ophelia=London, Lulu=Hong
Kong, Tess=Paris, Molly=New York, Ingrid=Cairo, Kitty=Rome. Go back to the
police station and look at the maps on the wall. Take the tacks for each
girl and place them in the appropriate cities in each map. You will
receive a flower; place it in the flower cart.

While in the police station, notice the poster of the missing dog, Muffy,
"last seen at Sweeney's Meats." Go out and find Sweeney's Meats, down one
side street of the city. In the back room, you'll find what's left of
Muffy. Look at the dog tag and notice the phone number. Next, go back to
Miss Pettibone's boarding house and find the telephone downstairs. It will
be ringing; answer it. You'll hear a threatening message: "We got your
dog... and if you don't wanna wind up in the morgue, you better..."
*click* Go back to the police station and look in the morgue. A body will
be there, labeled "Pettibones." Take a look under the sheet; don't be
scared. You'll receive another flower to place in the cart.

Go to the pub and take a look at the taps behind the bar, taking careful
note of the symbols on each tap and their order from left to right. Next,
go to each table to find a set of darts. Find the dart which most closely
matches the first beer tap symbol and throw it at the bullseye. If it's
correct, the tap will dispense a glass of beer. Do this with each dart in
order (you may want to save your game, since if you make a mistake you'll
have to start over with the first one). When all six darts have been
thrown in correct order, a secret passage opens into the warehouse. Inside
the boxing ring, you'll find the third and final flower and be returned to
the Neurographicon. Leo's spirit will be released from the pod.

Billy Mexler's dreamworld

Enter the pod and put Billy's serum into the receptacle with the spade
symbol.  You will find yourself in a carnival at twilight. Before you is a
booth containing Madame Lucinda, the automated fortuneteller; the object
of this dreamworld is to collect three cards to give her.

Begin by walking around the carnival until you find the booth with the
horse races.  Click on the gun to start the race. Notice the order in
which the horses finish: 1st Bleu Wanderer (blue), 2nd Raspberry Bliss
(red), 3rd Lime Time (green), 4th Lilac Summer (purple), 5th Ebony Grace
(black), 6th White September (white).  Using these numbers, go back to the
carousel organ and pull out the colored stops:  blue 1, red 2, green 3,
purple 4, black 5, white 6. Then play the organ.  You'll get a ride on the
carousel and your first card. Give it to Madame Lucinda.

Look at the King Colossus poster carefully. King Colossus and his gold
weigh as much as the Fat Lady. Go to the freak tent and learn that the
brain of the world's stupidest man weighs only 4 ounces, the same as one
tahoopie coin. As you leave the freak tent, you'll read a pamphlet which
says that the king receives a yearly tribute of 500 tahoopie coins, and
that it takes the strength of four average men to carry the king to his
throne. Go to the test of strength and ring the bell. (Hey, not bad.)
Notice that the average man can lift 75 pounds. So the king must weigh 300
pounds and his gold must weigh 125 pounds; overall, the fat lady would
have to weigh 425 lb. Go to the machine to guess the fat lady's weight and
enter the number 425.  You will win another card to give to Madame Lucinda.

Go into the Fun House and watch the show, noticing the order of the acts.
Walk around the carnival and notice the trash cans by the King Colossus
poster. There is a rat blocking your way. Go to the trash can by the
bearded lady poster and knock it over; this attracts the rat, who will
leave you alone. Go back to the first trash cans and behind the fence. (If
you want to learn something about Billy Mexler's past, enter the trailer
of Beulah the Fat Lady. Notice the contents of the suitcase under the
bed.) Go to the stage door; you'll find yourself backstage. There are five
ropes which control the five scenes, and a switch to raise and lower the
house lights. First dim the lights, then start the show. If the scenes are
numbered, from left to right, 1, 2, 3, 4 and 5, then pull them in this
sequence: 5, 3, 1, 2, 4. You'll win your final card and be transported
back to the Neurographicon chamber.  Billy's spirit will be released from
the pod.

Belle Swan's dreamworld

Enter the pod and put Belle's serum into the receptacle with the feather
symbol.  You will find yourself in an opulent Islamic palace. Before you
is a birdcage containing a mechanical bird; the object of this dreamworld
is to collect three feathers to set the bird free.

Walk downstairs to the main courtyard with a fountain. Open the heavy
double doors and you will find yourself in a circular room with a single
tapestry on the wall.  You must find the other pieces of this tapestry and
assemble them in the correct order. Exit this room and walk out past the
fountain to an open-air hallway, with doors to your right and left. Enter
these doors one by one and search the small closet-sized rooms inside.
Whenever you find a piece of tapestry, touch it; it will instantly be
transported to the tapestry room. When you have found all the pieces,
return to the tapestry room. Using the first tapestry as a guide, place
the next piece of tapestry in the second frame (hint: the first tapestry
has a purple wall in the upper right corner, so the second tapestry must
have a continuation of that wall in the upper left corner). When the
tapestry has been successfully assembled, you will receive a feather. Give
it to the bird, and notice that it seems to become less mechanical.

Go down the long open-air hallway to the market bazaar outside the palace.
Find the stall with the musical instruments. Click on the oboe-shaped
instrument to hear it play. Walk farther down the street and find the
basket with the snake in it.  The snake will be charmed by the music. You
will receive another feather to give to the bird, who looks more lifelike.

Go back to the rooms off the open-air hallway, which contain a number of
hookahs.  Each hookah has a different symbol formed by the smoke; keep
track of these.  In the room opposite the hookahs is a pyramid-shaped toy
with a maze carved in it.  Find the full moon shape and follow the maze,
spinning the toy, from full to crescent moon. Notice the order of the
shapes: triangle, three lines, star, S and spade. Go back to the hookahs
and select them so that they form the smoke symbols in the order found in
the maze. You will be awarded the final feather; use it to free the living
bird, who flies away. You will be returned to the Neurographicon chamber;
Belle's spirit will be released from the pod.

Grace Thermon's dreamworld

Enter the pod and put Grace's serum into the receptacle with the flame
symbol.  You will find yourself on a desert island. Before you is a hut
containing three flaming dolls; the object of this dreamworld is to
collect three flames to turn the dolls to dust.

Find the voodoo drum circle. Spin clockwise three times until you begin to
spin on your own. You'll receive your first flame (that was easy!). Use it
on the first doll to dissolve it.

Next, walk across the island until you find the graveyard. Enter the
grotto cave below the obelisk. Look into each hole and notice the eyes.
Eventually, you will find the monkey. (Don't be embarrassed; I jumped
too.) Click and drag on the monkey toy to turn it around and read the
inscription on the back: "To my darling son who would have been 7. May the
angels continue to watch over you."  Back at the graveyard, look for the
grave of a boy who died before his seventh birthday, with an angel on his
tombstone. Stephen Speer's gravestone matches this description. Place the
monkey toy in the receptacle on the gravestone, and receive another flame.

Find the cave with the three primitive elevators. Your objective is to
work the controls until the sphere in the middle reflects the sunlight to
light up the room.  Take the elevator to the right and go up; flip the
switch twice. Go back down and take the middle elevator; flip the switch
once. Finally, go down and take the elevator to the left; flip the switch
once. While still at the top of this elevator, turn and walk across the
lattice to the secret exit behind the waterfall. Do a mighty dive and get
the final flame; you'll be returned to the Neurographicon.  Grace's spirit
will be released from the pod.

Entering Jan Pharris' stateroom

After all four dreamworlds have been entered and solved, you will be
returned to the Neurographicon chamber, the other end of which opens to
reveal Claire, still alive in the machine. Go close and take a careful
look at her necklace. The mirror image of this necklace is the code to
enter Jan's stateroom. Go upstairs and take the elevator to Level 3;
directly to the left of the elevator is Jan's stateroom, with a
nine-square keypad. Click on each pad to change the shape of the symbol
inside it, until the keypad is the mirror image of Claire's necklace:



Entering J.C. Pharris' stateroom

Inside Jan's stateroom, advance toward the mirror and see a vision of Jan
and his plans to destroy everyone for making his life hell. At the end of
the vision, he smashes the mirror and another pattern is revealed:



Use this pattern to unlock J.C. Pharris' stateroom across the hall. Inside
is another pod waiting for you. Enter it to be transported to your own
dreamworld.

Endgame

You are inside an ice cave. Find the icepick and use it to free the frozen
body from the ice. Open and read the dead man's journal, then open the
letter at the end of the journal from J.C. Pharris to Jan. You will be
transported to the White Chateau, where Jan and Claire have been living.
Jan will read the letter and release Claire; you will end up back on the
ice where you are rescued. Be prepared for a VERY SHORT end sequence.

Congratulations; you've finished Morpheus!

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