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Читы для Post Mortem

Чит-файл для Post Mortem

Post Mortem

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Microids
Издатель:DreamCatcher Interactive
Локализатор в России:Логрус
Издатель в России:1C
Модель распространения:розничная продажа
ISO статус:релиз состоялся 19 ноября 2002 года
Официальный сайт:Открыть русский сайт
Жанры:Adventure / 3D
Похожие игры:Pandora Directive, Under a Killing Moon
Multiplayer:Отсутствует

Даты выхода игры

вышла 17 октября 2003 г.
вышла в ноябре 2002 г.

Solution [ENG]

Информация актуальна для
Walkthrough © 2000 by KD (K.Daleng)

Note from author:
	v. 0.95

The walkthrough is only doing what is necessary to solve the game in one way.
There are several choices to do in many of the puzzles, so one can solve a
problem in a completely different manner than described in this walkthrough.
Because of this, try to use this walkthrough only when you are completely stuck,
as there’s much more things to do and explore than is described here.

Also, even if the Walkthrough is tested, you might do something different and
end
up with a different result than I am describing here. I have tried to take this
into consideration, but it also may be an error on my part, so if something in
the walkthrough doesn’t work for you, send me a mail at kd@thedarklight.net
You can also mail me if you can’t solve a problem even with the walkthrough. My
mailbox is a busy one but I answer everyone, it just might take a little while.
I’m not talking about days, but just take it into consideration.
That’s enough ranting from me, let’s move on to the game.




                                            Post Mortem

Welcome to Post Mortem and Paris. We are about to take a journey through this
excellent and intriguing story as Gustave McPhearson, Former P.I and which now
is
spending his days painting in your typical dusty painter studio in the middle of
city of Paris.

Let’s begin shall we?

We’re just doing our usual painting, when this gorgeous young woman strands on
our front step. So what do we do about that?
After some… ehm, enjoying of the view we get control over the mouth…and eyes,
and
invite her in.

Seems like she has a need for us, so If you feel like a gentleman, you take the
assignment right now and get started. Else you have to call her and meet her at
a
restaurant (Yeah, yeah might be an excuse for getting another look at her, but
we
got a game to play and a mystery to solve, so get your act together!)

Right, the girl’s sister and her husband has been brutally killed, and she wants
us to find the killer.

First you do when you get control is getting the sketchbook on the kitchen
counter (At least that is what I think it is) and the camera in the closet.

Leave for the Orphee Hotel.

Talk to the receptionist Petit. Depending on your response here, Petit will
either be cooperative and talk about what happened at the hotel that night….or
he
tells you to bug off. Telling him you’re a P.I seems to leave him less
cooperative, so try using something else.

After you’re done, turn around, go into the bar and talk to the bartender. Also
buy a bottle of Red from him

Go back into the main hall and take the Paper on the bench. If you want you can
also pick up the phone on the desk and send a telegram to learn more about Ms.
Blake

Now, our next destination is the police station, so let’s go there. On arrival,
you’ll see a mother really concerned about her lost boy. (We’ll learn more about
that later, hehe)

Talk to the officer, doesn’t seem to matter what you tell him here, seems to
boil
down to the same anyway. When done, talk to him again and offer him the bottle
of
red, and voila, you just learned how to bribe French Policemen.

Read the Police Report and a new location opens, Dr. Kaufner’s office. But talk
to the officer again about the report before going there.

At Kaufner’s office, talk to the good doctor (obviously).
When done, we’ll go back to the Orphee and talk to the Bartender (And Petit, if
you’re in his good book)

Right, you should get a description of the suspect now, from the bartender and
possibly Petit the receptionist, so a profile maker appears in your sketchbook.
Let’s go there.
All right, you might not be good in this profile drawing thing, so I’ll give you
2 helping hands. First one, if you go into the directory your game is installed
(Default c:\Program Files\Microids\Post Mortem) then \Textures\PortraitRobot.
There you will find a pic as the profile should be when it’s done. If you don’t
feel like turning off the game to look at the done drawing (Alt-Tab made the
game
crash on my machine), you can follow this description of how it should be. I’ll
tell you how many times you need to click each part of the face left or right.
The diagram below shows all the eight parts. If I have placed a number to the
left of the buttons (lines) it means you press the left arrow as many times as
the number says. Same goes for right. If I place a zero between the buttons, it
means you’ll leave it alone. If you already played with the profile, go out of
the sketchbook and back in to get it to show default. When done with the pic,
write it out by pressing the pen icon below the picture field

   -0-                -  - 3
   -  - 1           1 -  -
   -  -  2             -  - 6
 2 -  -              1 -  -


All right, now when that’s been taken care of talk to the receptionist and the
bartender once more to get positive ID.

Now try going up the stairs to the second floor, Gus don’t want to in fear of
the
almighty Petit. But that big ol’ Suitcase in the middle of the floor looks cool,
we’ll take it for a test drive, so climb into it.

After a rather rough drive we find ourselves in the second floor. Try opening
room 505 and 507, both locked. Go in the door across the hall from 507 and
you’ll
meet Mrs. Louisau. If you don’t go in her apartment, she’ll stop you when trying
to go back down the stairs. Talk to the lady.

When done, go down again and talk to Petit.

From the talk with the bartender earlier, you should have learned that Malet is
usually hanging at a placed called the Alambic Bistro, which should have opened
up on your map.
So we’ll go there then. Move towards the bar and you’ll see a cut scene where
Malet and the owner Hulot are playing cards. You’ll automatically get into a
conversation with Malet that will end up with Gus showing him the drawing of the
suspect. When he does, Malet flees and who just showed up in the Bistro. Guess
we’re in for a little jog. Gus will chase Hellouin, but eventually loses him.

We’re back at the studio, and Berenice is on her way home (Sure, we had to
threat
ourselves something for losing Hellouin and fall that badly on the ground)
When dressed, get back to the Alambic and talk to Hulot behind the bar.
Ask for help in unlocking a door and he’ll give you two paintings he wants you
to
look at. Exhaust all topics with Hulot and take a look at the paintings he just
gave you.
Now this is a typical “Find 5 errors” type of Puzzle. One picture has 5 mistakes
compared to the original. Switch Paintings by using the button below the
painting. The errors are: On the fake one there’s no man in the coffin as there
is in the original, just an empty coffin. On the original, a man is about to get
slayed in the top right corner. On the fake, the man is not there. A little
below
that, two bowls are missing from the roof of a little house/hut or whatever.
Just
left of the Three/Stub a bit above the mentioned roof a Pole is missing. Last
error is a missing cross in the middle shield in the bottom right corner.
That should be all, after completed correctly, talk to Hulot and tell him you’re
done. He’ll give you a set of lock picking tools as reward.

Head to the police station and tell the officer you have a portrait of the
killer, and he’ll soon enough show you the way to Inspector Lebrun.
Go in the first door to the left (Quite easy to find, it says Lebrun) and talk
to
the good inspector. He should tell you where Hellouin lives among other things.
When done, just head on to Hellouins office which should have opened up on your
map.

The office is the second door in the hallway, we are going to break in and have
a
look, so examine the door handle and get your lock picking tools. Now, the trick
to doing this is following a very easy concept. Put four of your total five
tools
in each part of the lock. (Top left, top right, middle and bottom) Try turning
the handle and look closely at the tools. If they are rattling like crazy in the
lock, it’s the wrong tool in the wrong place of the lock, but don’t worry, we’ll
just use the first try as kind of a calibration. If a tool shakes less than the
others, we’re getting somewhere. That means it’s the right tool for that
specific
part of the lock, it’s just slightly out of position. Hold the marker over that
tool and click so that it changes position (its three positions available for
each part of the lock, so you may have to click a max of whooping two times for
it to be right).
Try the handle again, and if the tool is still, it’s in the right position. If
not, try changing its position one more time. Now do this for all parts of the
lock following the same simple logic. Shakes like hell=wrong tool & wrong
position, Shakes a bit=Right tool & wrong position, perfectly still=Right tool &
Right position.

When you’re done you should be inside the rascal’s office. Go behind his desk
and
open the top Drawer (Bottom one is open, but has a safe inside that you cannot
open or pick)
Top drawer is just below the desk surface.
Take one of the files in the drawer and you’ll meet Mrs.Hellouin once agai.
((Woman at Police station, lost her little boy, remember?)
Be nice to her, say you want her son no harm and eventually she’ll show you
where
he is. Go up the attic stairs and meet Hellouin.
He will tell you his Story.

You are now playing as Hellouin and are to investigate the Eatons. You know the
story.
Firstly, go to the Eaton’s apartment. You’ll see the janitor scrubbing the floor
at the entrance. Whatever you say to her, she won’t let you in, so we’ll have to
think of something else.

Turn left and go into the back yard. In the end of this backyard is a red ball.
Take it and turn back to where you entered the backyard. There’s a window pretty
close that have a plant in it. Throw the ball at it. Damn good for nothing kids.
Janitor goes to clean up the mess and you’re free to move up the stairs.

In the Eaton’s apartment go into the first door on the right and open the
closet.
There’s a safe in there, but we don’t have the key. So go out again and enter
the
next door. On the desk close to the door, there’s a boat ticket, pick it up. Go
back out and take a look at the poster on the living room wall. Alambic opens up
on your map. Just left of this poster, examine the desk and take a letter by
Gracie Eaton and a calling card. Take a look at both.

Since Kaufner’s office should have opened up on your map by now, we’ll visit him
now.
Talk about everything you can and then we’re on our way to the Alambic.
We’ll meet Berenice here, so talk to her and you’ll learn Hulot and the Eatons
just left for a restaurant among other things. When done, go to the Brotherhood
meeting place and try entering the door and the doorman will stop you. Ask him
about the favorite restaurant and that it is urgent, and he’ll tell you the
restaurant is Chez Alexandre which opens up on your map. What you waiting for
then? Go there right away son.

Talk to the guy behind the counter and you’ll learn a few interesting thins
about
the eatons, and that they live at the Orphee Hotel. So that’ll be our next
destination. (It’s so refreshing being a P.I, you see so many places)

At the hotel, talk to the ever so joyful Receptionist Petit, and you’ll twist
him
a little around your finger. After the conversation Malet will contact you and
tell you to meet him in the bar. So go into the Bar, sit down by the table close
to the window, and you’ll see a cut scene of the night of the murder.

Ok, we’re back being MacPherson. If you sent a telegram in the last segment,
there’s a response to it at your doorstep now. Read it if you like.
It’s time to call Sophia Blake, she lied to us and we want to know what’s really
going on here.

You’ll agree to meet at the Chez Alexandre. Go there and talk to the guy behind
the counter. He’ll show you to your table.
Talk to Sophia. After some clearing things up, you finally agree to see the case
through.
Head back to The Orphee and talk to both Receptionist and bartender. While at
the
reception, pick up a pencil. If it’s not there it’s probably because you got an
Iris pin from Mrs.Louisau earlier, they have the same purpose.
Head to the second floor and enter room 505 (Gee, its open now.). Move to the
door left of the fireplace, it leads to room 507. Inspect the bottom of the door
and put the paper below it as a scandal rag.
Now use the pencil (or Iris pin, depending on what you got) in the keyhole and
push the key on the other side out so that it’ll fall on the paper below the
door. You’ll get the key, so all you need to do now is using it on the door.

Move to the fireplace, and by closer look you’ll notice a gold ring. Pick it up,
Gus will comment that he doesn’t know who Fay is, but that’s just because the
game didn’t expect us to get in here this late in the game I guess. Like I said
earlier, this game offers many solutions to things, you can use the lock pick
tools on room 507 instead of Hellouin’s office and get a hammer from near the
broken elevator in the hotel and break into his office that way instead, but
this
walkthrough take the less destructive way.

Ok, we got the ring, now pick up some glass pieces from the floor and a key from
the nightstand. You can also take a look at the sink and notice some black hair
dye. (Wasn’t Fay’s hair dyed red? Make your own conclusions)
Exit room 507 and the Hotel and head out to The Eaton apartment.

Once there, go into the first room to the right and unlock the safe with the key
you just got from 507.
There are some passports and documents in there. Take and read them all.

If you are the jumpy type, you can save your game now, head over to Kaufner’s
office.
Once there, the map gets unavailable, but don’t worry. It looks like scare
tactics as I’ve played through the game three times and never ended up in one of
those polstered cells, hehe.

Go one step forward, and then head left. Walk until you see a small hallway
branching out from the main hallway. Go in there and pull the lever in the wall.
Door behind you closes while the one in front of you opens. Continue to the next
branch and throw the next lever, and continue to do so until you’re all the way
around and back where you started.
One of the doors in the middle hallway is now open, so head down that way. At
the
end, turn left and throw levers again till you once again end up at the starting
point.
Both doors in the middle hallway should now be open, meaning you can enter the
wooden door at the end (Kaufner’s office). Enter it.

First thing we do once into the office is getting four crystals, all in
different
colors.
Three of them are in each their bookshelf, so look around at each bookshelf
until
you get a magnifying glass and pick up the crystal. Last crystal is on the table
in the corner among a necklace. Grab both.

Move towards the front of the desk and pick up Dr.Kaufner’s personal journal.
Read it while you’re at it. Then open the golden egg and take the wax cylinder
inside it.
Now go to the other side of the desk and open the drawer. Take the journals of
Gracie Eaton and De Allepin and read them both.

We should be done here, so go back to the Orphee and up to Mrs. Louisau. Left of
her is a Phonograph. Put the wax cylinder in it and throw the handle on the side
to play it.
After you have listened it through, move over to the Alambic and talk to Bebe.

When all topics are exhausted with Bebe, we head on to De Allepin’s house.
Use the four crystals you found on Kaufner’s office on the door and you’ll be
able to enter.
Just inside, take a look above the doors on each sides, there’s some symbols
there, and the illustrations surrounding them is supposed to show the element
the
symbol represent. We’ll use this info later.
Head upstairs and look above the two doors here as well.

Then move over to three glass paintings on the wall and note the dates and year
on them (14th Jan. 1128, 24th Jun. 1305 and 18th Mar. 1314) more info we’re
going
to have a use for later. Move into De Allepin’s office, there’s not much of
interest in his bedroom.
At the desk there are some documents about De Allepin’s financial situation and
a
box of matches. Take both and read the document. Gus comments that the
handwriting on the document is different from the one Hellouin supposedly
received from De Allepin.
Next, go to the other end of the room. There’s a stellar puzzle here, but we’ll
wait a couple minutes with that. Instead, take a metal ring in the bookshelf
right of the puzzle. Just so we don’t forget it later.

We’re done here for now, head over to the Brotherhood meeting place and try to
enter. Doorman stops you. (He really has that jumping in front of your face
thing
doesn’t he…?)
Talk to him, but no matter what you say, he won’t let you in.
Go to the alembic and talk to Bebe again. Ask her to forge a letter based on the
documents you have. (You can ask her make a forge the letter too, but it won’t
get you in).Leave alembic and enter it again. Bebe is now finished with your
letter. Take it, say Thank you and head back to The Brotherhood where you show
the fake letter to the doorman. If all goes well, he’ll let you in.

Move through the door into a church kind of room, go towards the “Throne” and go
into the door just left of it. You should be in a Meeting/Library/Museum kind of
room. The only thing really important for us if you following this walkthrough
is
a coin in one of the display cases, but you can also grab a couple of books
about
the templars and solar systems(Illustrated and all) if you like. When done
exploring, head back to De Allepin’s house.

When there, head back to De Allepin’s office and the Stellar Puzzle, It’s time
for some Productive work.
Now, what you’re supposed to do here is enter a correct date. The right one is
one of the three dates found on the three paintings in the hall outside the
room.
The four wheels on top is the year, the two in the middle is the month and the
two on bottom is the day.
With me it triggered at the 1128-01-14 date, but it very well might be random,
so
try them all out. When date is entered, pull the lever, and hopefully you’ll see
a small cut scene and a secret door opens. Needless to say, that’s the way we’re
going.

You’ll end up in a crypt. First thing to do is head right. There is an alchemy
set on a bench here, take a closer look at it as that is the first thing we’re
going to solve. You’ll see a complete set with lots of bottles, spoons and a
vial. By the Vial is a coin, grab that as well.

Along the walls of this crypt, there are four posters with numbers on them.
Trick
here is to see how much of each ingredience we need for our alchemy project. On
each poster is also an illustration of what element we’re talking about. These
numbers are all “Magic Cubes”. That means whatever way you add these numbers
together, down, sideways or diagonal, the sum remains the same. Try it if you
like. Write down the results you get and find out what element each poster
belong. When you’re all done, head back to the alchemy set. Next you may notice
is that nothing about this set is made easy, as each bottle has a symbol instead
of words. So we need to find out what bottle Earth, Wind, Fire and Water
actually
has. Remember the illustrations and symbols above the doors around the house?
Those tells you what symbol belongs to what element. If you remember them or
drew
them down, great. If not, then Black bottle is earth, Wind is Blue, Water is
Green and Fire is Red.

Each spoon holds a certain amount of each ingredience, which is displayed on the
spoon itself. The amounts are 1, 5, 10, 25 and 50. You added together those
numbers yet? Then you probably know you need 15 of earth, 34 of Wind, 175 of
Water and 65 of Fire.
You didn’t get that? Guess Math isn’t your best side then. Nah, I’m just
kidding,
fill the spoons and throw the correct amount of each bottle into the vial.
When all the ingredients and correct amount of each is in the vial, use your
matches to light up the gas just beneath the vial. If all is done correctly you
should obtain a vial, with a Purple/Pink colored gas.

So, we’re done here, let’s move on further into the crypt. There’s a new Puzzle
here, but ignore that for now and move even further into the crypt. De Allepin
Lies here on a bench, dead. Go to the side of the bench and take a picture of
the
body. Its evidence I tell you :P
If you like you can study all the graves around here. It’s all the persons De
Allepin has been since year 1200 or something like that.

When done studying, head back to the puzzle we ignored earlier, it’s time to do
our duty.
Examine the code wheel, and put the missing ring you found in the bookshelf at
De
Allepin’s office in it.
Now all you have to do is push the four clams surrounding the rings in place and
the puzzle activates. There’s a book on your left side now, showing an
illustration of a solar system. Note that the “planets” with the letters A-D-N
is
marked. That means they’re special of coarse. The top clam shows one letter on
each ring, so we’ll do the smart thing and enter A-D-N (From top ring and down)
by turning the wheels around.

First part is complete, now for the number wheels. Ignore the leftmost number
wheel, and leave it blank. Take another look at the illustration in the book.
Notice the planets where the A-D-N combination is again. You’ll see that from
the
middle, the “A” is in the first solar ring, “D” is in the third ring and “N” is
on the fifth. Reverse that number and you’ll get 5-3-1. Enter those in the
bottom
number wheel, from the top and down. That should trigger another cut scene and
move us to the next segment of the game.

We’re back at the Studio, thinking about recent events, when a note slips in
through your door. Great, Sophia is kidnapped and De Allepin/Kaufner wants it
back. Like we know where it is.

Head over to The Alambic and talk to Bebe. You’ll learn that Hulot is the fourth
victim. Talk to Bebe and talk about everything, especially about Hulot’s Fresco
and Bebe copying art for him. (Gus will show her a drawing of the head of
Baphomet, which she recognizes.)

After finished talking, head further into the Bistro until you see some candles
and a picture of Hulot on a table. Pick up one of the candles.
Move one step to the left and examine the painting on the wall.

Now this is a hard puzzle, and the worst thing is that this walkthrough can do
little to make it easier. If you don’t like pixel hunting, this is not for you.
The goal here is to find segments of a drawing hidden in the painting. By moving
the candle around you are supposed to reveal parts and letters of the drawing.
When you find one, Gus will automatically draw them down.
A few Tips though:
1. Move the candle slowly around, as some parts only unveil themselves if the
candle      hovers above them for a certain time. Take your time and be
thorough.
2. One letter and one part of the drawing are hidden in the white parts in the
bottom right, so pay extra attention there.
3. With me it sometimes helped by holding the left mouse button down. Might just
be me, but I found it easier that way.
Other than that I can’t do much else than wishing you good luck, and even if you
find all the letters and put them correctly so that the name of the place is
showing, you still need all the parts for it to show up on the map. Annoying,
yes
but it keeps you busy for a few more minutes at least.
Check your progress in the sketchbook and glue the pieces together as you
discover new pieces of the puzzle. A Picture of the final drawing is also
available in the same directory as the Profile Drawing mentioned earlier in the
walkthrough.

When finally done go to Hellouin’s office and get the flashlight in the attic.
Then head to the new Location on the map. (The Molitor)
When at Molitor, head straight forward then follow the leftmost railway. A cut
scene of a train almost smashing you leads to that you’re suddenly in a very
dark
room. That’s why we got a flashlight. Turn it on and head further in and down
the
stairs.
On a shelf is the head of Baphomet, so take it. Then take a look in the box a
bit
left of the same shelf and you’ll find….another head of Baphomet.

So we got two of them, but which one is which?
You can try asking Bebe at the Alambic, but even she can’t tell them apart.
Head to the Police station and talk to Lebrun. Present all the evidence that you
got. If you have enough, which you *should* have if you followed this
walkthrough, Hellouin should be sent in for questioning at the end of the
conversation.

Now we go to De Allepin’s house for the Game Finale.

There are three endings available here, the outcome when you give the head to
Kaufner/Allepin depends on if you presented enough evidence to Lebrun or not. I
won’t say more than that.

Congrats, you just finished Post Mortem. Hope you had fun.




KD

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