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Навигация

Читы для Nox

Чит-файл для Nox

Nox

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Разработчик:Westwood Studios
Издатель:Electronic Arts
ISO статус:релиз состоялся 9 февраля 2000 года
Жанры:Arcade / Isometric
Multiplayer:(32) LAN, Internet

Даты выхода игры

вышла в 2000 г.

Solution [ENG]

Информация актуальна для
Warrior Solution

Episode1
Main Quests
Locate the Gauntlet within the Warrior's Fortress of Dun Mir and find a sponsor
for the Gauntlet.

Basic Strategies
Beast scrolls cause added damage to the enemy described. Knowledge is power!
Wells of Restoration will restore you to full Health. Use them often.


Crisis Points
As you approach the front gates of Dun Mir, speak with the guards. They tell you
about The Gauntlet-a quick way to show yourself to Horrendous. Enter the gate to
the north.

When you get there, poke around Bull Byzanti's Shop to the east. You can quietly
ransack the shop and its back rooms for items. The shopkeeper will still speak
with you despite your rather rude behavior. Look over his wares; his prices are
good and he's the only source for the Iron Round Shield of the Dragon's Scale
and
the Flimsy Iron Sword of Spark. Buy them if you can.

When you get to him, speak with the Quartermaster posted outside of the
Gauntlet.
You will need sponsorship to run the Gauntlet. Fortunately, you are immediately
approached by a local merchant, Gearhart, who offers to "put in a good word for
you" if you do him a service. Accept the errand and Gearhart gives you a Ruby
Key
to enter the Orchard.

Once the errand is completed and you have sponsorship, talk to the Quartermaster
to gain admittance to the Gauntlet.

Episode 2
Main Quests
Locate the Gauntlet within the Warrior's Fortress of Dun Mir and find a sponsor
for the Gauntlet.

Basic Strategies
Beast scrolls cause added damage to the enemy described. Knowledge is power!
Wells of Restoration will restore you to full Health. Use them often.


Crisis Points
As you approach the front gates of Dun Mir, speak with the guards. They tell you
about The Gauntlet-a quick way to show yourself to Horrendous. Enter the gate to
the north.

When you get there, poke around Bull Byzanti's Shop to the east. You can quietly
ransack the shop and its back rooms for items. The shopkeeper will still speak
with you despite your rather rude behavior. Look over his wares; his prices are
good and he's the only source for the Iron Round Shield of the Dragon's Scale
and
the Flimsy Iron Sword of Spark. Buy them if you can.

When you get to him, speak with the Quartermaster posted outside of the
Gauntlet.
You will need sponsorship to run the Gauntlet. Fortunately, you are immediately
approached by a local merchant, Gearhart, who offers to "put in a good word for
you" if you do him a service. Accept the errand and Gearhart gives you a Ruby
Key
to enter the Orchard.

Once the errand is completed and you have sponsorship, talk to the Quartermaster
to gain admittance to the Gauntlet.

Episode 3
Main Quests
Make your way through the Crossroads to the Village of Ix.

Recover Mayor Theogrin's scepter from the Urchin den and return it to him.

Basic Strategies
To knock out Archers quickly, rush them to block their Arrows as you approach.
After you get into Sword range, the Archers cannot hit you.

Use War Cry to stop the Shamans' spell casting.

Crisis Points
Explore all rooms for gold and eventually you will approach a gate guarded by
knights. The sign reads, "You are now leaving the Warrior's Realm." Chat with
the
knights.

Continue on, wary of the bandit that will soon come to rob you.

Continue north along the path to The Crossroads. Here you'll find several
merchants (good prices but terrible trade-in values) and the roads to the Mana
Mines (to the east), and the Castle Galava (to the south).

Once you've done some business, go north (sign reads: To the Village of Ix).

Near a trio of big rocks, another Bandit attacks. Punish him and take the path
east from whence he came. Eventually, the path winds around to a T-intersection
and more Bandits. Go west to wipe out their camp.

Search for goodies in the camp and then continue exploring the area. Eventually,
you will head north to Ix. Approach the main gate and talk to the guards and
they'll let you pass.

You are immediately greeted by Mayor Theogrin. He wants you to retrieve his
scepter and return it to him.

Take some time to explore the town first then travel to the east. On the way,
you
can talk to Henrick the Conjurer who offers to sell you a Wolf escort for 200
gold. Take him up on it if you can afford it. Continue until you find the
cemetery.

Deal with the Urchins and Spiders in the area. Continue south toward a gate
adorned with torches. Step through the torch gate and take the elevator down.
Three Urchins immediately converge.

Continue on, exploring all the side rooms until you arrive at a large room with
four exits.

Continue exploring until a corridor empties into a large room with five exits.
Use the passage leading out to the southeast and search until you find and fight
a Scorpion. Continue through the next gate to a chest containing the Sapphire
Key. Return to the Treasury.

After grabbing the booty, continue your explorations, watching out for Urchins
and Urchin Shaman. If you land inside a small room surrounded by Urchins and an
Urchin Shaman, smash the walls to escape.

Continue exploring and you will find chests containing the Mayor's scepter and a
Ruby Key that will let you through a barred door as you move onward.

After killing two Scorpians and going further, you will find Kalen, a wounded
Warrior. Talk to him. As the conversation ends, the western wall breaks and
Skeletons attack.

Step into the crypt to the west, banish the Skeleton, and ride the elevator up.
Fight several Skeletons to make your way to the southern exit. Leave via the
southern gate and ride the elevator back up to the surface. Return to the
Mayor's
House.

Talk to the Mayor and give him his scepter.

Episode 4
Main Quests
Investigate the Tomb of Valor for evidence of Hecubah's presence and escape from
the Tomb of Valor.


Basic Strategies
Buy any weapons with fire enchantment that you can afford.
Many of the walls in small crypts are breakable.
Remember that Zombies must be killed with fire. If you drop them any other way,
they'll get back up in a moment.


Crisis Points
Begin your explorations in the south. Make sure to check all areas thoroughly
for
goodies.

Eventually, the gates to the north open into an ornate room with an elaborate
firetrap in the northeastern corner. To work it, step into the safe corner of
the
room and tug on the switch; a wave of fire sweeps outward. Continue exploring.

Burst northward through the gates into a crypt full of statuary. Spitting
Spiders
and Skeletons are your company. Alcoves to the north and east and contain a
Grand
Leather Tunic of Anti-Zap.

Proceed via the west exit but beware your first fist trap. Avoid the pressure
plate and shift northward, dealing briefly with the Spider opposition. The next
room comes furnished with another pair of fist traps. Continue exploring.

To the west, a red button adorns the wall; pressing it unlocks both the north
door in main room and the door just south of the button. Continue onward.

Move north past Mana obelisks, passing through a gate and some large doors.
Hecubah sicks the Necromancer on you as she departs. Fighting this enemy is a
combination of careful defense and magic disruption. Allow his Missiles of Magic
and Fireballs to hit your shield. Use War Cry to interrupt and shut down his
spell casting and immediately Berserker Charge.

Continue on until you find a room with five sarcophagi where Zombies swarm and
paths lead north and south. Loot the southern room for several items and
Shuriken
of Flame. Keep going. You will eventually come to a room with a dozen sarcophagi
and a fist trap. Some of the sarcophagi have enemies, others goodies.

Explore the area, finding a locked gate to the south that needs the Gold Key to
open it. Reach through the fence to get a Silver Key (you can see the Gold Key
beyond it) and backtrack north, going east and south past two fist traps and
another gate. Use the Silver Key. Continue south to a room with two sarcophagi
(they house Zombies) inside alcoves and the Gold Key to the west. Return to the
Gold Key gate.

Press onward, heading south to an intersection. To the west, you'll find
Shuriken
of Flame. Proceed west, avoiding a fist trap, to a room with three fist traps
and
several Zombies. Continue west and turn north, but not before sniffing out the
Shuriken of Fire in the western alcove.

Trudge north to a second firetrap room and peek through the western gate to
attract the attention of a pack of Zombies. When they're all following, run to
the firetrap with Zombies in pursuit and pull the switch. Clean up the survivors
and exit west.

Veer north to a small room with fireballs protecting the paths to the exit. Look
through the window in the wall directly ahead and toss a Shuriken to hit the red
button and deactivate the fireballs. Search the side room to the east and drop
down the hole near the red button. Continue onward.

When you come to the Guardian know that he blocks ranged weapons very well, so
you must focus on keeping him on the run. Arm your weapons charmed with
Bewilderment to keep him dazed and confused, and Berserker Charge him
relentlessly. Continue exploring.

After awhile you will pass through a door to the north. The horizontal gray
floor
tiles are triggers for a series of arrow traps in the walls. Jump over the traps
to continue north.

To the north, a small room features a sarcophagus with Shuriken of Flame on
either side. Collect both sets of Shuriken and turn east. You will come to a
door
locked and needing a Ruby Key.

To the south, a room packed with pressure plates (connected to arrow traps along
the east wall) houses the Ruby Key. Run quickly along the western wall to claim
the key. Return to the locked door and pass through it to the east.

Make some noise to draw the Skeleton over the fist traps, then traverse the
traps
yourself. Continue exploring, searching everywhere for valuables.

When you arrive in a narrow room with several side chambers and a metal door
exiting east, ransack the entire area to find various goodies including Shuriken
of Flame.

Pass through the eastern doors, noting the sign: "Keeper of Souls." Jump over
two
sets of flames to the east and then go through a gate and some double doors to
the Keeper's lair.

He teleports in to fight you. This undead wizard uses Invisibility, Blink, and a
Lightning Staff. The Staff does big damage but needs a line of sight to hit; use
the pillars and obelisks for cover in between War Cries and Berserker Charges.

Exit via the northeast door to find the elevator to the surface.

Episode 5
Main Quests
Rescue the Maidens of Brin from the Ogre village of Grok Torr and lead them to
safety.


Basic Strategies
This quest is full of caves, winding passages, and multiple enemies. Keep your
bearings and your weapons ready at all times.


Crisis Points
Follow the path to Brin to a bridge and speak with the guards.

Pick up whatever loot you find and watch out for a White Wolf hunting around a
bridge and an Ogress who immediately assaults you after you cross the bridge.
Continue onward.

As you enter the town, Ogresses are attacking villagers. Wander around until you
find and talk to the woman, Matilda. She asks you to retrieve her father's
cloak.
Accept the quest and return to the street. Continue to search the town and stock
up on supplies.

South of Loproc, note the Well of Restoration and (due east from it) a black
door. Reach through the door to get a Gold Key. Open the black door with it to
loot the room.

Once you've checked out all the houses in Brin, exit via the gates in the
southeast corner. Here, two archer posts defend the town against invasion. A
battle rages outside the town as you arrive. Trudge south to the docks and clear
the area of Ogresses. One of them drops Matilda's father's cloak. Explore around
the docks. Return to Matilda and she rewards you.

Go back to the docks and follow the path (the sign reads, "Path to Grok Torr")
to
the north to a cave entrance guarded by Ogresses. Explore the caves. Watch for
Wolves, Ogres, and Ogresses and pick up all loot as you go.

Inside one cave, wind to the end and jump down the hole you find there. Explore
the cave. The passage terminates at a locked gate and a switch. Pull the red
lever to open the path to a four-way intersection.

An intricate system of spinning spike columns converges in the center of a room
to the south and retracts out to the walls. Run to the safe spot in the dead
center of the room when the columns begin to spread outward. Pick up the Ogre
Beast Scroll, wait for the spikes to start outward again, and follow them toward
the door. Return to the four-way intersection.

Take the northern passage, watching for Scorpions and Bats. Explore the entire
area and then go back to the four-way intersection.

Creep up the east corridor to another 4-way intersection and fight a gang of
Ogresses. Two consecutively locked gates block the path east.

Explore southward to locate a double door leading north. In this room full of
Ogresses, pull the red lever to lift one of the two gates covering the east
path.
Return to the intersection and go north to find the other switch.

Return to the intersection and go east where, in the next room, Ogresses burst
from the walls. Explore and continue east. As you enter the Ogress Arena, the
door locks behind you and a squad of Ogresses converges to attack. Take any of
the elevators down to continue the fight on the lower level.

Explore the lower room and search for a switch along the eastern wall. Pull it,
go back upstairs, and sneak into the jail to the east. When the Ogre guard comes
to find out your business, pull the switch to open all the cages; the beasts
will
attack the Ogre, but beware, they'll come after you, too. Once the guard and the
animals are no longer a problem, search the cells. Exit east through the door.

Take the elevator up to the surface. Clear out the entire outdoor area above the
locked gate. Snipe through the locked gate before heading east from the gate
into
the Ogre Lord's hut. Ignore the Ogres and focus on the Lord. Block his flurries
of Shuriken and Berserker Charge him at every opportunity.

Explore the Ogre Lord's hut. To the north, a Sapphire Key appears in a cage.
Reach in to get it. Search the unlocked room to the south and the rest of the
main room. Leave the Ogre Lord's hut and pass through the gates to the west.

Clear out the entire area of Ogres, Ogresses, Wolves, Bats, and Spiders and
ransack all of the buildings for keepsakes. You'll eventually stumble upon the
pen in the southwest corner of the town in which the Brin maidens are held. Do
not release them until you've exterminated all of the monsters of Grok Torr!

Pull the switch to release the Brin maidens and wait for all of them to exit the
pen. Walk the maidens toward the western gate of Grok Torr. Enter the small hut
north and east of the gate and pull the switch to open the main gate. Lead the
ladies out to the west.

Herd the maidens back to toward Brin, through the swamp and the long cave. When
you rendezvous with the Airship Captain, your mission is complete.

Episode 6
Main Quests
The Warrior Fortress of Dun Mir is under siege. Fight your way to the throne
room
and recover the Halberd of Horrendous.



Basic Strategies
Warriors will join you on your journey. You cannot command them as you would
beasts in a Creature Cage-they are always in Escort mode. If any of your
companions receive injuries, drop food on the ground for them to eat.

When you get to the fight with the army by the gate, don't worry about your two
partners. Even if you wipe out every enemy in town, the Warriors won't accompany
you any farther than the eastern gate. Allow them, therefore, to do as much of
the fighting as possible. Also, don't let losing them be a factor in your
decision whether to fight the large army or break for the door.

Your Warriors cannot hurt the Necromancer. When the Skeleton Lords are gone,
your
pals will focus on the spell caster, making it difficult for you to get to him.
It might be prudent to let the Necromancer kill your allies and then pounce on
him.

The Necromancer is tough unless you disable his magic with a mighty War Cry.


Crisis Points
Find and talk to the dying Warrior. Continue north to battle Zombies, a Skeleton
Lord, Skeletons, and a Necromancer south of the bridge. Cross the bridge and
enter the gate to Dun Mir.

Talk to the guards by the gate; they join you as escorts. The town has been
infested with undead, including several Necromancers. Explore the town but don't
approach the eastern gate to the Fortress until you're ready to leave.

When you're ready to proceed, walk to the eastern gate to go to the Fortress of
Horrendous. The gate is, however, blocked by a massive army of the undead. Fight
this band and head through the exit.

As you emerge outside of town, talk to two Warriors by the gate-they agree to
escort you. Head east to a T-intersection. Both routes go to the Fortress so
choose your route.

Pick up more Warrior escorts where you can and refresh yourself at the Well of
Restoration when you find it.

In the Fortress, search for food and other Warriors. Watch for Zombies and
Skeletons and then head down the staircase in the northeast corner of the floor
down to the dungeon.

Explore the level for goodies. Along the north passage, creatures are imprisoned
in the cages. You can release them (with a switch) and they'll attack the
Zombies
in the hall. They'll attack you as well, though.

When you have cleared the level, head back up stairs to the main floor. Take
your
crew east and south to a staircase leading up to the east. Inspect all of the
rooms on the floor for gold, keys, and other stuff. Continue onward.

In the throne room, talk to Horrendous. Hecubah brazenly enters, challenges the
Warrior chief, and makes short work of him and his elite guard of Fire Knights.

Gather up and don the fallen Warriors' armor before marching your party north to
pummel a large group of Skeletons, Skeleton Lords, and Zombies. Walk carefully
into the north passage until you see holes in the floor. The entire floor from
here to the west will break away if trod upon. Coax your party into the hole
ahead of you and then drop down yourself.

Search the basement for items and food (for you and your escorts), being wary of
Skeleton Lords. Head through a gap in the top of the wall and lead your band
south, then east and down an elevator to a lower sewer tunnel.

Splash down the tunnel to the east and go north at the spike blocks. Turn north
to a small room. The door is locked, but the Silver Key is in a nearby barrel.
Enter the room to the north.

Hecubah has left behind a cadre of Skeleton Lords and her Necromancer. Let your
party battle the Skeleton Lords while you focus on the Necromancer.

The Necromancer casts Fireballs, Confuse, Missiles of Magic, Slow, and
Invisibility. Nullify all of this by War Crying frequently and following with
close-range Berserker Charge. Helpful supplies can be found in the cave to the
west. When the Necromancer perishes, pick up the Halberd and exit to the north.

Episode 7
Main Quests
Raid the Wizard's tower to recover the Heart of Nox.

The Warrior Fortress of Dun Mir is under siege. Fight your way to the throne
room
and recover the Halberd of Horrendous.


Basic Strategies
A Warrior must be cautious in the Wizard town of Galava; you are not exactly
welcome there.

If you kill any townspeople in the open, others will attack you and all
merchants
except Loproc will refuse to sell to you (but will still buy from you). You can,
however, avoid this fate and take a life (if you are compelled by circumstance)
if you lead the victim into an alley in the center of the town and kill him when
no one is looking.

If you do get the town angry enough to attack you, you can always run into the
church for sanctuary-the townspeople and the Warden can't follow you inside.

For each level, consider the kind of spells you will be seeing and use armor
appropriate to them. For example, in the presence of several Wizards with
Fireball, wear any fire protection armor you have.

Use War Cry to interrupt and stall spell casting. Remember, War Cry has no
effect
on Fireball Staves.


Crisis Points
Leave the Airship Captain and slip inside the town gate to the north. As soon as
Daniel, the annoying drunkard, attaches himself to you, give him one good slash.
Almost immediately, the Warden comes to arrest you. Do as he says and you'll be
transported to the Jail.

Talk to the guy in the next cell, a thief named Morgan Lightfingers, who'll tell
you that there's a way out of the jail. Move your cot to expose a hole in the
floor.

Fall down the hole and follow the cave to an elevator guarded by a Scorpion.
Ride
the elevator up to Morgan's hideout and speak to his assistant, Mick. Mick
offers
you an enchanted shield if you free Morgan. Agree to his proposal and return to
the Jail.

The key is in a chest in the main room. Enter the south door and release Morgan.
Follow him through a secret passage to his home for your reward.

When done there, explore the town, rummaging through all the houses and shops
before heading on your suicide mission into the Wizards' Tower of Illusion.

When you've done all your business, go to the northeast corner of the town,
drink
from the Well of Restoration if you need it, and pass through the gate. Approach
the Tower of Illusion, but before you enter, search the area for goodies.

In the Wizard's headquarters, you have to fight your way to the sixth floor and
the Heart of Nox. Beware of Wizard traps, translucent items on the ground that
release a chain of three spells when tripped. You can walk over traps without
activating them by using your Tread Lightly skill. Move through the area, wary
of
enemies attacking at all times.

Tiptoe down the hall to the east, avoiding traps. Halfway down the hall, go east
through the double doors and burst into the room to the north. Fend off the two
Wizards who use Fireball and Invisibility, pillage the room, and reach through
the fence to get the Ruby Key.

Return to the hall and continue your exploration. After searching the level
thoroughly, ascend the stairs you find to Level 2.

Jump over the trap to pass through the gate to the north. Begin exploring this
part of the floor. Be wary of an iron gate on the north wall; it's locked with a
Silver Key and is guarded from the other side by a Wizard with Fireball. War Cry
and immediately fire Shuriken to disable this sentry.

Continue exploring and, when you are done, return to the Silver Key gate.
Immediately south of the gate, break open the wall to reveal the Silver Key
amidst four Mana obelisks. A chest houses Shuriken of Stunning. Go north through
the Silver Key gate. Explore the rooms you find there.

Eventually you will go through the double doors to the gear room, where you will
need to War Cry and Charge the Energy Bolt Wizard, and pull the chain to disable
the Sentry Rays.

Return to the hall and sprint west to the first door and ascend the stairs up to
the third floor. Keep that shock protection armor on. Explore the third floor.

When you find it, step onto the teleporter to be transported to a room near the
southwestern corner of the floor. Continue on. The next teleporter takes you to
the museum. Search the museum thoroughly then head up the stairs to the fourth
floor. Immediately War Cry when you enter a room filled with Wizards and
teleporters. Three fences surround a central teleporter.

Step on the western teleporter and move west through the door to the north.
Douse
the pair of Fireball Staff Wizards and go east to pull a chain (which opens the
first fence around the central teleporter). Go west and step on the teleporter
to
return to the center.

Step on the northern teleporter and make a beeline to the hall to the south.
Pull
the chain (opens the second fence around the central teleporter) and go to
either
teleporter in the previous room to return to the center.

Step on the eastern teleporter to travel to the southeast corner. Fight your way
east and north to another pull chain (opens the last fence) and hop onto the
teleporter in the previous room to return to the center.

Walk onto the central teleporter to travel north. North of you, the stairway is
blocked by two gates (requiring a Gold Key and a Sapphire Key). There are
teleporters on either side. Go first into the west teleporter where a chest
houses a Gold Key. Step on the teleporter to return.

Next, take the east teleporter where two Fireball Staff Wizards put up a furious
fight. Their chest sports a Sapphire Key. Step on the teleporter to return. Go
through both gates and up the stairs to the fifth floor.

On this floor, all of the spell variations you have so far encountered will be
represented. Keep your Eye of the Wolf on, War Cry constantly, and protect
yourself from both fire and shock as best you can.

Fight your way through the many enemies, locate the Ruby key in a chest, pass
through the Ruby gate, and go upstairs to the sixth and final floor.

Prepare yourself for a fight and then head through the doors to the north. The
doors lock behind you as you tussle with two master Wizards: each has 200 HP,
one
casts Lightning, Slow, and Invisibility, and the other Fireball, Invisibility,
and Fumble.

Leave via the east door and step onto the gray floor. When spikes descend on
other section of gray floor, jump to it. Jump to the northern door. Continue
onward.

The hallway to the south is protected by a series of converging spike blocks and
with a band of fire in the middle of the room. Time the first two blocks, jump
over the fire, and leave via the south door.

Follow the hall until it ends at double doors to the south. As you enter this
second master Wizard arena, the doors seal behind you. Your foes this time are
two Wizards with 250 HP each, one casting Lightning, Invisibility, and Fumble,
and the other with Lightning, Invisibility, and Fumble.

After the fight, go east through a hidden wall to snag a Ruby Key and, from a
crate, a Mighty Silver Plate Helmet of Anti-Zap and a Silver Kite Shield. With
the key, you can walk through the double doors leading out to the west.

Navigate the final hall to a set of double doors. Push boxes onto three pressure
plates to lower the fence and expose the Heart of Nox. Touch the pedestal to
claim the coveted item.

Episode 8
Main Quests
Obtain passage to the Temple of Ix from Aldwyn the Conjurer.

Retrieve the Weirdling Beast from the Temple of Ix.



Basic Strategies
Always check out houses and everywhere else, for that matter, for supplies.

War Cry to stun bats, making them easy prey.

Crisis Points
March east into Ix's western gate. Explore the town and go shopping. You know
where everything is.

Leave town to the east. Proceed east from the bridge to Aldwyn's house, past
three Mana obelisks, and speak to the Conjurer. He gives you a key to open the
Temple of Ix. Head north to reach the gate to the Temple of Ix.

Head north through the Temple gates, watching for a White Wolf, until you get to
the opening to a cavern.

Follow the cavern north, watching for Grizzlies and White Wolves and searching
for goodies as you go.

Enter the great stone doorway to the Temple of Ix and, after meeting with the
priest, descend the stairs.

Explore the area thoroughly, being careful as you go. In the north is an arrow
trap room. Arrows shoot directly toward you from the far end of the room when
you
depress the pressure plates. Jump diagonally over each strip of pressure plates
to avoid jumping over one and onto the next. Continue exploring.

You will find six cages along the walls containing some very hyper Bombers; if
you injure any of them or pick up the Gold Key form the center of the room, the
Bombers will be freed. When they're released, War Cry to stun them and run
around
the room to make them collide with each other. If a sole survivor remains,
detonate it with Shuriken.

Pick up the key and other loot then descend on the elevator. The large clearings
in the middle of the cavern you find are monster generators. To avoid triggering
them, hug the walls of each room. Search for loot.

Two giant Scorpions patrol an elevator you need. Ride it up and advance,
exploring as you go.

When you find it, push the boulder down the hall to expose pits. The passage
below is populated by Spiders and a Grizzly-if you fall into the pits, look for
an elevator to the south that rises to the start of the pit hall.

The pit hall empties into a large room with two Beholders. These grotesqueries
cast Shock, Slow, and Energy Bolt. War Cry to dispel Shock spells. Attack with
Berserker Charge followed by a Hammer and Shuriken attack. You can use a Great
Sword to block and reflect Slow spells (stand and face the incoming spell
without
moving). Explore the area.

Continue on, hopping over pits and drop into the pit at the far end of the hall.
Inspect the rooms off of the hall and beware of arrow traps. Running jumps over
the plates bring you to the northern exit and a square room. Another pair of
Beholders try to work you over in this more confined area.

Pull a switch near the northern door to move aside three stone blocks. This
releases two Scorpions; dice them and persevere north and west.

As you move west, a block advances to push you down the hall, into a wall of
flame. Jump the flame and land in another room full of generators. Polyps line
the walls-you'll have to jump over them to keep from triggering the generators.

Look for loot and continue on, being careful of fighting when you are near the
generators. Stay off of the brown plates near the walls.

When you come to chests, check to see which are Mimics by putting your cursor
over them. Open the authentic ones and continue onward.

When you find the final generator room, beware of Polyps, disguised Mimics, and
several Beholders, and leave via the southern door.

In the intersection room go north first to explore. When you are done, return to
the intersection room and go south. As the corridor turns west, you'll meet the
very dangerous Force of Nature trap. Time your advance to stay between two Force
of Nature balls to reach the far end of the hall.

Turn south to a room with six cages and one animal wandering free. If you attack
the free animal or any of the caged ones, all of the animals will be released.
Smash the barrels for food (but don't let any injured animals eat it). Continue
on.

Watch for the purple light that is cast on the northern wall to alert you of
another Force of Nature trap pulsating to the east. Navigate the hall and
continue.

Cross several bridges and cautiously enter a large room into which two Stone
Golems are summoned. The Golems' weakness is their crawling Speed. Use your
Shuriken liberally and make distance between you and them by running to corners
and waiting as the Golems converge on you. As they approach, run around them to
the opposite end of the room. The War Hammer works well but the timing must be
perfect to avoid a counterattack.

When the fight is won, go east to the Weirdling Pool and search for loot. Walk
into the pool to acquire the Weirdling and open the walls to the east. Follow
the
path and ride the elevator to the surface.

Follow the river south and go through the gate. Turn west back toward Ix. Go
shopping in the town and sell any unnecessary items. When you're ready, meet the
Airship Captain at the front gate.


Esisode 9
Main Quests
Find Mordwyn's home in the swamp.
Find the Ogre outpost.
Find the entrance to the Land of the Dead.



Basic Strategies
Berserker Charge all Carnivorous Plants.

Will O' Wisps are not your friends. Although they won't attack on their own
initiative, you might want to take them out for the Experience. With their
electrical attacks (lots of Shock Damage), however, such daring will be costly.

As you fight the Carnivorous Plants and Wasps, watch for crumbling floor
sections. Take an elevator back up if you happen to fall through.

Check chests to see if they are mimics.


Crisis Points
Begin your trek to the northwest. The path is populated by Spiders, Polyps,
Wasps, and Carnivorous Plants, so be careful.

At Marsh 1, peer into the dark, spying your first Shade. Return to the path and
continue onward.

As the path narrows, torch a Vile Zombie as more of his kind burst out of a wall
to the east. Explore their lair and then continue on until the path splits west
and north. Go west to find a Will O' Wisp.

The Will O' Wisp leads you to an elevator. Take it down to an area full of
Leeches and Spitting Spiders. Explore the area and then return to the elevator
and back to the intersection.

Take the north path from the intersection. Vile Zombies will block your way to
Marsh 2.

A wooden bridge leads east and a subsequent bridge heads immediately east again
to a shack. Before you reach the shack, you'll battle your first Dryad. War Cry
to disrupt the Dryad's spell casting.

Resume your trek on the path. Will O' Wisps and Shades make the path slow and
dangerous. Watch for crumbling floor tiles as you continue on your trek. Explore
all paths and rooms for loot.

A northern path winds east past several Carnivorous Plants to Marsh 3. As you
turn to the southeast, a wall of Carnivorous Plants arises behind you, hemming
you in for a fight with two Dryads. Use your Berserker Charge, Harpoon, and
Shuriken. War Cry interrupts the Dryads' spell casting and aborts any summoning
of Carnivorous Plants.

Proceed north and weed out the Carnivorous Plant wall. As the path turns east,
go
through an iron gate to Mordwyn's House. Talk to him, then follow him inside and
talk to him again and he'll bring you a Divine Titanium Breastplate of Anti-
Shock, and a Divine Diamond Knight's Helm of the Stars. Ransack his bedroom for
Potions.

Root around for goodies and hidden walls and then depart. Find a four-way
intersection where a Carnivorous Plant lies. This is the main crossroads.

Walk confidently up the northern path from the crossroads. Will O' Wisps,
Carnivorous Plants, and Shades complicate your journey.

Entering the small alcove near the graveyard drops the wall that seals off the
north and east. In the crypt, go through the back door. As always, check around
for loot and then break the wall to the east to proceed, but watch out for
Wizard
traps.

When you come to a fenced-in sarcophagus, open it. The room's doors seal and a
Necromancer arrives to punish you.

Head downstairs via an elevator to continue your quest. Spitting Spiders,
Skeletons, Zombies, Carnivorous Plants, and Skeleton Lords demand your attention
as you wander.

As you pass a field of spikes, a wall to the east opens to release a batch of
Zombies. Jump over the spikes, burn the Zombies, and search their den. Press on.

Eventually, you will want to follow the southern path from the crossroads. Just
after it turns west, note several sections of crumbling floor. Fall through.

Leeches and Carnivorous Plants populate this tunnel. Look carefully for a
western
alcove full of Polyps and Carnivorous Plants; clear the way and open a chest
with
a Grand Silver Long Sword of Flame and a Potion.

Continue east through the tunnel and open a door to the south. You'll have to
beat an Ogre Lord for the key to that southern door. Take his Silver Key and
open
the door to an elevator.

Ride it up to a hut full of Ogre Lords and Ogresses. Draw them outside to fight
and return to pillage a chest for a Gold Key and a large bag of gold. Leave the
hut.

Go to the pen to the east and talk to Aidan. Release him with the Gold Key.
Leave
the Ogre village via the northern path. When the path splits, take the north
leg.
Continue back to the crossroads.

Begin the journey east from the crossroads. Cross two foot bridges to arrive at
Byzanti's Bog Shop. Check out his wares and repair anything of value. Explore
the
shop's back room for chests but watch out for Wizard Traps.

Resume your path as it turns north and fight a Dryad. Zombies suddenly converge
from behind. Torch them and proceed along the main route.

Stay on the path and duel with a Necromancer, Wasps, Carnivorous Plants, and
Will
O' Wisps. The path ends at a boulder; push it away to proceed.

As you reach the gate to the Ogre Outpost, Aidan stops and bids you farewell.
Make a beeline for the southern end of the camp. Release the pen full of Urchins
and an Urchin Shaman and they will do much of the Ogre killing for you.

Search the three Outpost buildings-the largest building contains an elevator.
Take it down and exit through the southern door. Search everywhere, wary of
Ogres, looking for loot and food.

When you eventually return to the hall, travel south through the door. As you
enter, you step on a pressure plate. Step off it to temporarily lower the spikes
and unlock the door to the south. Run!

As you enter the next room, the door locks behind you and the block walls begin
to rearrange. First, focus on the Ogre and the Ogre Lord. Next, search the room
for a Silver Key to open the door to the south.

Pass through the silver door, dealing with Bats, floor spikes, and spike
columns.
Continue on.

At the intersection, head through the iron gates to the west and go down the
elevator. Perforate the Ogre Lord and the Bats and then hunt for goodies.

Take the elevator down into a cage surrounded by Ogre Lords, Bats, Black Wolves,
and Ogres. The southern gate is locked. Shoot Shuriken or a Harpoon at the red
button on the wall to open the gate. Once outside, go through the east door to
the Ogre treasure trove.

Retrace your steps back to the intersection. Go southeast through double doors
and into a narrow cavern. Follow the corridor past Scorpions and Bats. Stay on
the trail as it winds north.

Roll the boulder aside and march north through a swarm of Bats. Watch out for
crumbling floors and go to the end of the pass near an elevator. Fall down that
hole, fight with a Scorpion, and go through the north door to meet a Mimic.
Spikes emerge from the floor in groups, moving counterclockwise around the room.
Shut off the spikes with a switch in the room to the east and fight the Mimic.
Leave via the door to the north to find another Mimic. All three paths lead the
same place.

Pause as you enter the circular room with crumbling floors. If you bumble
straight in, you will plummet to the ground below. If you do it right, however,
there's good stuff to gain.

First, use the Tread Lightly skill to cross to the southern alcove. Gather the
goodies. Step on the teleporter to drop to the alcove on the next lower level
and
quickly step off.

Gather the goodies. Step on the teleporter to drop to the alcove on the next
lower level and quickly step off.

Gather the goodies. Step onto the breakaway floor and fall to the bottom. A
Mimic
and a Scorpion surround a chest with a Ruby Key inside. With the key, go through
the door to the north.

Forge north, disabling the Spitting Spiders and the Scorpions. At the end of the
hall are six cages (four Mimics and two Scorpions). Stepping on any of the
pressure plates will release a monster. Kill all six monsters without opening
the
cages and only then search for the cage with the elevator switch. Ride the
elevator up to the wastelands and exit the door to the east.

March east to another elevator and flip the switch to ascend. Continue onward.
Eventually, the path south leads to Motoc's Shop. Check his stock and repair any
worn items. Trek east up the main path and navigate the spike field. Let the
spikes get the Wolves or pull out the Shuriken.

Black Wolves and an Ogre Lord guard the main path. Just before the ice field,
look on the north wall for a breakable spot that opens a shortcut. Take it and
exit to the east on the ice field. Battle Necromancers, Ghosts, and an army of
Skeletons and Skeleton Lords.

As the path curves northwest, you see a Conjurer being attacked by three Black
Wolves. Kill the Wolves and talk to the Conjurer, Cain. Give him the healing
Potion he requests and he'll escort you to the Land of the Dead.

As you forge on, searching for loot, a Black Wolf, a Ghost, a Skeleton Lord,
Skeletons, and a Necromancer defend the main path.

Carefully turn the corner as the path narrows and turns west into a large arena.
Walk slowly and keep Cain nearby so he won't be locked out when a Necromancer
seals the arena with a magic wall. With Cain's help, fight a trio of
Necromancers, using the center area as cover and firing out windows.

Eventually, a Lich joins the party-be sure to block his Slow spells or you'll
get
a Meteor on your head. Gather the goodies.

Take the exit west. The path splits and shortly rejoins. Just south and east of
the rejoining, a cave leads south. Shoot the powder fuse with a flame-enchanted
weapon to detonate explosives at the far end of the hall. Explore the room and
eliminate what's left of its monster population.

As the path turns northeast, two flags denote a side path to the east. Visit
Loproc for the last time. Repair your worn equipment, unload anything unwanted,
and stock up on everything else; this is your last visit to a merchant. Smash
Loproc's barrels and enter his cave for warmth and food.

Resume your path northeast. After leveling the Skeleton Lords and Black Wolves,
enter an elaborate doorway to the north.

Episode 10
Main Quests


Recover the Orb from its resting place in Hecubah's lair.



Basic Strategies


You can use the switches to impale Zombies who walk across the retracted spike
beds. Remember to set fire to all of the bodies or they'll come back.

If you become overwhelmed, toss your Chackrum to knock the Zombies down, then
take a breather while they resurrect.



Crisis Points


Begin north through a door and into a long hallway with crumbling floors. Drop
down into the room below.

Get the loot and then pull the switch on the wall to lower the first set of
spikes to the north-you'll pull similar switches along the hall to open your
way.

To the north, a large room with four Mana obelisks features a pressure plate in
the center. If a monster steps on the plate, side walls open to release several
angry Skeleton Lords, Zombies, and Vile Zombies. Continue north and ascend the
elevator to the west.

Explore, watching for Gargoyles, arrow trap pressure plates, and collapsing
floor
tiles.

Eventually you will come to a room with arrow traps on the walls, but no visible
pressure plates. As you travel down the hall, three sets of Skeleton Lords burst
from the alcoves to the north and south. They were standing on pressure plates;
when they step off, all of the arrow traps in the hall fire-don't be in front of
one of these traps when the Lords burst out at you.

At the end of the hall, turn south. Stone blocks from the north advance toward
you. Run down the hall and jump over a set of spikes to a pressure plate. If you
jump off of the plate, the door immediately locks. Jump over the spikes, grab
the
Lord's Kite Shield, and drop it on the plate. It keeps the plate depressed so
you
can use the door.

Open the door to the west and Tread Lightly over the breakaway tiles to a lever
that opens the western door in the column room and starts the sequence to open
the blocks covering the northern passage. Return to the column room.

Enter the western door. This hall functions the same as its counterpart (except
for the spike puzzle). Pull the switch and return to the column room.

Move north through this room and pull both levers to the east and west. The wall
to the north opens, but a Necromancer arrives to prevent your departure.



Proceed, being wary of Gargoyles and avoiding arrow trap pressure plates. When
you get to them, head down the stairs. Continue exploring.

At one point, you should head back to the four-obelisk room and go through the
southern wall. When you approach the sarcophagus, a Bat flies out. When you
attack, it transforms into a Vampire Knight. The basic tactic against him is to
strike, run, turn, and attack-if he gets more than the briefest moment, he'll
land a strong attack and heal himself. After you've defeated the Vampire Knight
he turns back into a Bat. Kill the Bat, pick up the Ruby Key and collect the
Vampire's belongings.

Return to the T-intersection. Enter the red door and push the stone block onto
the pressure plate for the first part of the door-unlocking sequence. Leave the
red switch room and go east, stepping around arrow trap pressure plates. Step
onto the teleporter to begin the teleporter maze.

Immediately fight a Necromancer. Other monsters will come, as well, so be ready.
Once you've done your business with the Necromancer, step onto the same
teleporter on which you arrived.

Search the room. As you approach the chest, a room to the north opens and a Gold
Key pops out. To leave the maze, take the key and go north onto the teleporter,
which takes you back to where you began.

Enter the blue tapestry room to the west and use the teleporter. Explore the
area, looking for loot. Step on the teleporter near the chest and move two rooms
(through hidden doors) to the east. Go north and step on the teleporter to exit
the maze.

Return to the T-intersection and enter the gold door. Push the block onto the
pressure plate to complete the door sequence.

Trek north through the new opening. A chest in the middle of the room holds your
first Chackrum. Note the orange repeller balls that push you away if you touch
them (and often into more harmful objects). Exit upstairs to the north.

To the north, find a lever on the room's central pillar. Pull it to lower the
walls, releasing Skeleton Lords and a Lich. When the room is clear, pull the
switch on the north wall to open the door.

Turn the corner west through a door. As you approach a room full of Vile
Zombies,
walls behind you open to release more of the same. Run back to the room to the
east and let loose with Fire Shuriken.

From the Zombie room, go north to an elevator and through a door. To get to the
tunnels off of this room, you must move the stone blocks around and onto the
floor plates. Continue onward, searching for loot and fighting enemies.

Eventually, you arrive at a room lit by blue flames. A Mechanical Golem is
trapped behind a magic wall to the north. To release it, approach the
sarcophagus
in the center of the room.

The Mechanical Golem is much faster than the Stone variety, but the strategy is
the same and quite obvious: don't let him touch you. Use weapons enchanted with
Lightning in order to inflict additional Shock Damage.

When the creature is scrapped, Gargoyles burst out of side rooms to the north.
Head into each of the passages from whence they came and walk to the end. Look
through the windows to fire Shuriken at distant buttons. When both buttons are
depressed, the halls east and west of the blue flame room will be accessible.
Continue on your trek.

At one point, when you approach, a hidden door lowers to release a Mechanical
Golem. Lead him back into the blue flame room to finish him. Search the room and
continue onward.

Eventually, you will find a sarcophagus, which you need to open for a Sapphire
Key. Search the area thoroughly and then retrace your steps back to the blue
flame room.

Enter the western maze to find the room with stone and Mana obelisks-it hosts
the
Ruby Key. Take it and return to the blue flame room.

Advance through the huge gates to the north to a room filled with orange
repeller
balls. Search the room and flip the switch in the northwest corner. Ascend the
stairs in the northeast corner to exit.

Head east down the hall-be on the lookout for arrow trap triggers on the
floor-to
a large room with a statue in the center.





The door to the south leads to a teleporter and a fight with a Lich. Search the
areas and then take the teleporter back to the starting room and return to the
statue room. Continue your quest.

Eventually, Sentry Rays block your path east and north. On the floor in front of
you are two bases for the display of idols (one illuminated in red, the other in
blue). The hall to the south is accessible.

Go south to a large room with spikes around the outside and repeller balls
inside. You must fight a speedy Necromancer and Gargoyles. The Necromancer
summons Shades unless you interrupt him with a War Cry. Berserker Charges are
not
advisable here. Do, however, use your best impact weapon-it throws its victims
into the repeller balls. After the fight, the walls ascend to reveal an
elevator.
Ride it up.

Gargoyles attack immediately. Search the area, but beware of pressure plates.
Look through the window to the north and use a Shuriken to press the red button.
Go in through the previously locked door.

Approach the Blue Idol. As you grab it, move away to dodge a booby trap arrow.
Pass through the blue flames in the center of the room to flip a switch,
disabling one of the Sentry Rays to the east hall.

Go back to the idol room and place the Blue Idol in the blue-lit base to disable
the Sentry Ray to the north door. Go through the north door to find a Grand Iron
Sword of Impact.

A Sentry Ray circles the room and two Mechanical Golems hide behind a wall to
the
north. Time the beam and run around to the north to draw the Golems out. You can
get them to bumble into the repeller balls and die in the ray. Go around to the
north and pull the switch, disabling the Sentry Ray that blocks the northern
exit.

Through the north door and up the stairs, pull a lever on the wall and fight
Gargoyles and a Lich. Advance north and clear out the passage. When you're
finished, go through the western door.

This room is inhabited by one free-range Lich, and four cages with imprisoned
Liches and Necromancers. If you step on any plate here, it will open one of the
cages. The walls around the center of the room hide a teleporter-it's available
when you kill the free Lich.

Draw the free Lich back into the previous room and fight it there. Next, enter
the cellblock and step onto the teleporter without touching any of the plates.

A Mechanical Golem stands between you and the Red Idol. When you're victorious,
the wall to the east lowers so you can claim the Red Idol. Step onto the
teleporter and head east to the idol room. Place the idol to shut off the second
beam to the east. Your reward is a pair of Liches. Pull both levers to open the
wall to a staircase.

Head up the stairs, marching north to a hall with advancing Sentry Rays. Avoid
them to reach a room with a huge statue inside. As you approach the statue, two
Liches materialize. When you're done with them, you get two more.

Descend to the lower level via either elevator. Trudge north through a gate to
face the Lich Lord. This super Lich is equipped with a Force of Nature Staff, a
weapon that produces deadly green balls. Fortunately, the balls move very
slowly.
Although you cannot War Cry to stop the Lich Lord from launching these
projectiles, you can do it to break them up into less harmful mini-balls. The
Lord also summons Ghosts and casts Meteor and Slow.

Get his stuff and then proceed north down the column hall and turn east. Spike
blocks prevent your return.

An array of Sentry Beams circle the room. Pull all four switches to shut off one
of the rays and drop a wall hiding a fifth switch. Hit it to open walls to the
north and south, each with a Lich and a Mechanical Golem.

Enter the Orb room and snatch the Orb of Oblivion. This brazen act of thievery
brings forth Hecubah. She leaves her minions to deal with you.

Though their numbers seem overwhelming, you can handle the entire army of
Skeleton Lords, Zombies, Vile Zombies, Gargoyles, Liches, and Mechanical Golems
by using the fully assembled Staff of Oblivion. Hold the Action button and
powerful lightning chains between every enemy in sight. Afterward, you must,
however, recharge the Staff at Mana crystals.

You can end the episode any time by exiting to the east.

Episode 11
Main Quests
Defeat Hecubah.


Basic Strategies
Use War Cry to disable spell casting or cancel summoning.

Select your best Great Sword and lean on the combination of Berserker Charge and
Sword attack.

Harpoon works well as a set-up for a Sword attack but requires precise aim,
especially considering Hecubah's speed.

When Hecubah begins retreating, stay on the middle platform. She cycles through
fairly often; be ready to strike quickly.



Crisis Points
Your final battle with Hecubah takes place in a tight circular arena with an
intricate teleporter system.

There are four teleporters on the central platform. Each takes you out to the
next ring of teleporters until you reach the outer track of the arena. Four
teleporters on the outer track lead back to the center.

Also on the central platform are four floor switches. These switches control a
Health Potion generator in each corner of the outer track. To work these
generators, pick up any potions you see and travel to the center. Press the
corresponding floor switch (it will be dimmed when deactivated) to summon
another
potion.

When you have nine potions in your inventory you, cannot carry any more, but you
can create a surplus. To do this, push potions off of the generators and go to
the center to generate a new one. Having this surplus built up allows you to
pick
them up on the run without going through the generating procedure.

The evil Necromancer is armed to the teeth with powerful magic. She can cast
Energy Bolt, Confusion, Blink, Force Shield, and Missiles of Magic. She can also
cast healing spells on herself if she's given time.

Her staff also fires Death Ray, a potent beam that can reduce a healthy Warrior
to dust in one shot. Though it can be blocked, it fires with incredible speed.
On
the up side, Death Ray shots must be precise, so you can usually avoid it by
staying in motion.

When Hecubah's Health drops below a certain level, she will switch from hunting
you to retreating from you. In this mode, she will stay on the move constantly.
This makes her very hard to pin down and gives her plenty of time to cast
healing
spells.

Persevere and you will emerge victorious!

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