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clie
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Registrace: 27.6. 2005
Příspěvky: 47

PříspěvekZaslal: st 07. září, 2005 18:52    Předmět: Citovat

Koukám že ta hra nedává zabrat jen mě ;o).
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MDA Vario III
-----------------------
TH55 + MDA Vario
UX50 + 1GB Sony
NZ90 + 256MB Kingston

Sony Clié = nejlepší PDA
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Registrace: 13.1. 2005
Příspěvky: 218
Bydliště: Pardubice

PříspěvekZaslal: st 07. září, 2005 19:04    Předmět: Citovat

Sem ji vyhrabal po pár měsících, hrál ji 5 minut a sek sem se.
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Lidé o mně říkají, že jsem flegmatik, ale mně je to jedno.
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clie
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Registrace: 27.6. 2005
Příspěvky: 47

PříspěvekZaslal: st 07. září, 2005 19:39    Předmět: Citovat

Nejhorší je asi začátek (a dál jsem se nedostal ;o) ). Něco je dost očividné,a na něco člověk né a né přijít Překvapený)
_________________
MDA Vario III
-----------------------
TH55 + MDA Vario
UX50 + 1GB Sony
NZ90 + 256MB Kingston

Sony Clié = nejlepší PDA
Návrat nahoru
Zobrazit informace o uživateli Odeslat soukromou zprávu Zobrazit uživatelovy WWW stránky
Johny-Tapia
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Registrace: 13.1. 2005
Příspěvky: 218
Bydliště: Pardubice

PříspěvekZaslal: st 07. září, 2005 20:37    Předmět: Citovat

A jakej máš problém?
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Lidé o mně říkají, že jsem flegmatik, ale mně je to jedno.
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clie
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Registrace: 27.6. 2005
Příspěvky: 47

PříspěvekZaslal: st 07. září, 2005 22:15    Předmět: Citovat

Zasekl jsem se někde po těch psech (alespoň myslím ;o) ). Jenže větší problém teď je, že nemám palma ani nic co by ho nahradilo - s tím bych potřeboval poradit víc Překvapený(
_________________
MDA Vario III
-----------------------
TH55 + MDA Vario
UX50 + 1GB Sony
NZ90 + 256MB Kingston

Sony Clié = nejlepší PDA
Návrat nahoru
Zobrazit informace o uživateli Odeslat soukromou zprávu Zobrazit uživatelovy WWW stránky
yenn
Novacek ve foru
Novacek ve foru


Registrace: 30.5. 2006
Příspěvky: 4

PříspěvekZaslal: út 30. květen, 2006 20:38    Předmět: Citovat

Kdyby se to někomu hodilo (a určitě bude), zjistil jsem (metodou pokus-omyl) kombinaci na odsunutí kamene od dveří v chodbě se čtyřmi pochodněmi (druhý den). Kombinace je: pochodeň 3, 2, 4, 1.

Ale zasekl jsem se o trochu dál. Co mám udělat, abych zvednul ten trám (nebo co) z bratra ve stáji? Píše mi to, že lano je přivázáno k nějakému kameni, ale když ho chci odvázat, tak nikde kámen není.
A pak ještě bratr zahradník. Jak jsem tady viděl, tak ho mám polejt vodou, ale jak mám nabrat vodu do vědra bez dna? Zkoušel jsem různou trávu, nějakou rostlinku (ivy) a dokonce urvat kolo od vozu jako dno, ale nic nejde. Co s tím?
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miska
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Registrace: 22.12. 2004
Příspěvky: 1086
Bydliště: Praha

PříspěvekZaslal: út 30. květen, 2006 21:05    Předmět: Citovat

Stajnika osvobodis tak, ze aktivujes sutr, co je na okraji studny(je k nemu privazanej provaz), ale nejdriv si vytahni mecik, stajnik je darebak, ale psssss Mrkající

Dno se nekde valelo, jen uz si nevzpominam kde...
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Palm m125 --> Tungsten T --> Palm TX (s vibracema)
(Ale mam je doma jeste porad vsechny Mrkající)
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Registrace: 30.5. 2006
Příspěvky: 4

PříspěvekZaslal: út 30. květen, 2006 21:39    Předmět: Citovat

No jo, sakra. Ten kámen vypadal jako součást studny, to se nedivím, že jsem si ho předtím nevšiml ;e)
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haluze
Pokrocily uzivatel
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Registrace: 23.1. 2006
Příspěvky: 70
Bydliště: Jihlava

PříspěvekZaslal: so 01. červenec, 2006 21:05    Předmět: Citovat

Nevím jestli jste se už někdo pohnul dál, ale pokud ano, mohli by jste mi poradit? Už jsem se dostal do knihovny i do laboratoře. V laboratoři jsou nějaké 4 flaky s různobarevnou kapalinou a asi se mají nějak smíchat. Nevíte jak?
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Moren
V.I.P.
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Registrace: 3.2. 2004
Příspěvky: 2233
Bydliště: Pardubice

PříspěvekZaslal: ne 02. červenec, 2006 2:58    Předmět: Citovat

General Tips
For your convenience, in the text of walkthrough I'll capitalize all inventory items and action words (EXAMINE, TAKE, OPEN, ACTIVATE, TALK TO, USE).
For moving from location to location, there are two methods. GO TO meant that you tap "Go To" menu in game and choose a location adjacent to current. This is necessary when you haven't explored all locations, and some of them are new to you. On the other hand, MAP TO means that you invoke map (also from "Go To" menu or by button) and tap the location you need to travel. This is convenient as you can skip all locations in between.
Remember to always EXAMINE your inventory items. This will in some cases give you hints on where to use them, and at certain points it's absolutely necessary for game progress. If all else fails, read the walkthrough.

Introduction
After you start the new game, a little historical note will appear. Read it, it's for your education.
The game’s introduction is an excerpt from brother Baptiste’s memories.

Act 1: Going to the Business Trip
At the morning brother Baptiste is awakened by voice outside his bedroom door.
OPEN bedside table beside Baptiste’s bed (on the right) and you’ll receive GLASSES.
Then GO TO Hallway 2nd floor.
You’ll meet Novice Thomas which will pass you summons from Superior Simon. After that you’ll go to the hallway.
At this time, most doors and passages that you encounter on your way will be either locked or blocked. You’ll have free passage (well, mostly free) only to your destination.
OPEN the stairs doors (ones directly opposite you). You’ll arrive to staircase. From there, GO TO Hallway, 1st floor.
Again, OPEN the stairs doors (ones directly opposite you). You’ll go to another staircase. This time, GOTO Ground floor hall.
OPEN a single door opposite you, and you’ll be on the last staircase that leads outside (in case you’re tired of staircases). From here, GO TO North Path.
Don’t bother to talk with gardener, Nicolas, unless you like to be sent away. Just GO TO Courtyard.
In the right, you’ll see the Main building where you need to get to, in order to speak with Simon. But the guard will not let you to open its door (or enter using GO TO command). It’s just a too often used practice when authorities demand something from you and in the same time prevent you from doing it, so the can later punish you, confiscate your belongings and do any number of unpleasant thing to you.
TALK TO guard, and he will say that you need permission from scholars residing in Scholars’ (East) tower to enter, and also he’s on duty for 24 hours now, without food, so he’s in very bad mood.
Try as hard as you can, but you will not be able to enter Scholars’ Tower for now, and will use another way to solve this misunderstanding. Just GO TO South path. Notice the BUCKET on the ground and TAKE it.
Now, GO TO Stable, where you will be greeted by Faugiel. He will introduce you straight away to the Problem of Lost Bucket, which may Cause Innumerable Complications to the Process of Extracting the Water from the Well. USE BUCKET with Faugiel. He will thank you and give you a BISCUIT.
MAP TO courtyard, which for some reason is called “Place” on the map (glitch of translation, I suppose). USE BISCUIT with Guard. He will be thankful, and he’ll give you the REPLACEMENT ORDER so you can find someone “worthy” to stand on guard instead of him.
MAP TO North Tower, than to the Hall 3rd floor (isn’t it nice to skip all those stairs?). USE REPLACEMENT ORDER on Novice Thomas. He will rejoice to end his floor sweeping and agree to let you in the main building.
MAP TO the outside, than to “Place”. Open the door to main building. Thomas will play a little joke on you, but let you inside anyway.
Once inside, you will have a long conversation with Head Dominique and Head Simon. Read it carefully – it adds to atmosphere.
After conversation, MAP TO South path, then GO TO Entrance. You have all your studying equipment (i.e. GLASSES) with you, so just GO TO Road from here.
That’s all for Act 1! At this place, you should be getting you first level-up, if Acedior was a RPG…

Interlude
You’ll see Baptiste traveling to remote abbey, studying the book, and traveling back to the monastery. On the way back he picks up a wounded woman so that monks can tend to her wounds. This is disapproved by senior monks, but his roommate Gabriel gives him “don’t worry” speech, after which Baptiste goes to sleep.
He awakes with the words “I have a hard day ahead of me”. Baptiste doesn’t understand at the moment just HOW hard it’s going to be.

Act 2: Clearing out the North Tower (2 frags inside)
OPEN the Bedside table – the one between two beds. You’ll receive a NOTE. EXAMINE it, and you will learn that Head Simon charged Gabriel with activating some “security doors”.
You’ll also see a barrel near the wall. ACTIVATE it, and you’ll get DIRTY HANDS in your inventory. (I hope they didn’t mean that you take your own dirty hands off and put them in backpack or some other container).
If you invoke MAP, you’ll see it’s blank again – you’ll need to rediscover all locations anew. That’s because all those obstacles in your patch. GO TO Hallway 2rd floor. Some cute dogs with frothing mouths are waiting for you there.
Are they rabid? No problem! They are blocking your way, and if you try to move past them, they eat you alive (saved your game? Try this just for fun.). And this is a problem. USE your old dependable DIRTY HANDS with rabid dogs to scare them off.
Congratulations! This is your first frag!.. (If this was a FPS, it would be). Do you say they’ve run away and not died? Well, you will not find them in tower any more, and as tower door is blocked (a spoiler!), they only could get out by jumping out of window… poor things! I think you might meet them again in a garden in Act 3, see to it.
Back to the business. GO TO Bedroom (or OPEN the second side door in the hallway). You’ll enter a bedroom not much different from yours. You’ll see a dinner tray on one of the bedside tables. TAKE it, and you’ll became the proud owner of PLATTER and VINEGAR (both are deadly weapons, as you learn later). Don’t forget to EXAMINE them.
If you invoke MAP now, you’ll notice that some map location are back on it after you’ve disposed of dogs. Also, there’s a little glitch. You can GO back TO Hallway 2rd floor now, but on map it’s marked as Hallway 3rd floor. Confusing!
MAP TO Hallway 2nd floor, then GO TO Bedroom. You’ll see a first human corpse in the game. Get accustomed to them.
TAKE the WET TORCH from the wall. You’ll see also closed drawer on writing table. I didn’t managed to find a key and open it, but this was not necessary to beat the game. However, you could be more lucky, so torment yourself a little, try to open the damn thing.
MAP TO Hallway 2nd floor again, then GO TO Chapel. You’ll see CHALICE standing on altar, TAKE it, and then EXAMINE. You’ll learn that there’s a text on CHALICE, but you can’t read it until it’s cleaned.
Well, no problem at all. USE VINEGAR with CHALICE, and you’ll be able to read the text. It’s enigmatic-looking, but... well, I’ll fill you on it later.
MAP TO Hall, 1st floor. You’ll se the stone wall where the door outside once was. That’s a security wall, boy. Gabriel kindly locked you up…
To address this problem, first notice Empty holder on the wall where one the torch was. Obvious thing to do: USE WET TORCH with Empty holder, and it will become Torch 4.
Now, read again the text on CHALICE. Cross out all words that are not numbers, and you’ll get correct order for pulling torches (I do not write it here explicitly, please do at least this much yourself). To pull torches, simply ACTIVATE them.
Got rid of the wall? Good. Save the game and OPEN the door.
You’ll meet a man leaning to the wall on stairwell. Try to walk past them to North path or TALK TO him, and you’ll see how finely he feeds on your blood. Load the game. So, a vampy’s here. What are their weaknesses, do you remember? Garlick, yes. Sharp stakes, capital. And so on. When you’ve reached “direct sunlight” item on this rather long list, EXAMINE the PLATTER again. See it?
USE PLATTER with Window, and here goes your second frag! Got him! Take a breath and GO TO North path.
Congratulations with completing Act 2! Look for some fresh kills ahead!

Act 3: Rounding up Stables, Garden & Church (1.5 frags inside)
You could think, with all rabid dogs and vampires running about, you can enter previously inaccessible towers or enter the garden at least. No way! Towers are all still locked, and the way to garden is blocked by rather unpleasant plant. Well, let’s give this place some good shaking!
MAP TO Stables. You’ll hear something from the inside. GO TO Inside the stables. You’ll see brother Faugiel pinned to the ground by large plank of wood. TALK TO him, and you’ll learn that he was attacked by three other brothers who slaughtered all the horses and mistakenly took him for dead.
Notice the DAGGER in the stable fence, and TAKE it. EXAMINE the rope you see near Faugiel – this should give you a clear idea on how to free him.
GOTO Stables again, and see the stone which is tied to other end of the rope. ACTIVATE it. It will drop to the well and lift the plank from Faugiel.
Surprise! Faugiel is actually the bastard who killed the animals, and now he’s going for Baptiste. True to the spirit of the Hong Kong action movies, Baptiste kicks one of the wooden beams in half by his leg in the midleap, and buries Faugiel in the debris of stable once again, impaling him on some pointy log. Good job! (+1 frag) By the way, Baptiste takes the CHURCH KEY from the body.
Now, MAP TO North path and USE DAGGER with Brambles. They will vanish, and you’ll be able to GO TO Garden. There you’ll see dead dogs on the ground (they absolutely must be those you met in Act 2!) and the (BROCKEN) BUCKET, which you should TAKE. You’ll notice that it has no bottom.
Now GO TO Courtyard and then USE Church entry with CHURCH KEY. GO TO Church.
Inside, you’ll see a priest Robe on the right prayer bench. EXAMINE it, and you’ll see it has something in its pockets. ACTIVATE Robe – now you’re happy owner of LID and GLOVES. USE LID with BROKEN BUCKET, and you’ll repair it to the point where it becomes an ordinary BUCKET. Cool, isn’t it?
Notice a Holy water font at the base of rightmost pillar. USE the BUCKET with it, and you’ll receive the most exciting WATER BUCKET!
MAP TO Garden, tap on the Hut you see there and OPEN it. You’ll go inside and meet Very Frightened Gardener. Try to TALK TO him, you’ll have your sweet revenge for that moment in Act 1 where he arrogantly sent you away. Now, for you to properly relish his misery, there is a fine final touch: USE the WATER BUCKET with him (he deserves this at the least).
To say the truth, I’ve expected that he’ll either melt away or evaporate from the contact with holy water, preferably with screams. Alas, he just seems to calm down, but you can really count this humiliation as 0.5 of a frag.
Baptiste will talk to Gardener again, this time he will me more coherent. Among other things, he will say, that the poor dogs “yielded to shadows”, and he will refuse to accompany you. Never wanted him along in the first place…
Just TAKE a HOOK which you see on the shelf to the left of the candle. It’s time to conquer the next tower. MAP TO South path and USE HOOK with West tower door. You’ll break the lock and will at last be able to enter the West tower. Look forward for extreme sports and extreme sights, too!

Act 4: Conquering the West Tower (1 frag)
First, OPEN the West tower doors. You’ll enter the staircase, where you’ll meet the spectral form of Maka (the wounded woman that you brought to monastery). You will talk and she’ll give you a DIAMOND, after that you’ll go up the stairs to Ground floor hallway.
OPEN the first door to your left. You’ll find yourself with two bodies merged in the head. If you OPEN bedside table near window, you’ll be able to read an account on how things went so weird. More importantly, EXAMINE the bed to find MEAT. After this, GO TO Ledge through the window.
Once outside, prod the tower Wall with stylus until, close to its center, you find a place which identifies as Stone rather than Wall. USE GLOVES with Stone, and you’ll walk along the ledge into the second room (it’s locked from hallway).
There is Very Hungry Monk. Don’t try anything stupid with him, or he’ll eat you alive without any remorse. Instead, USE the MEAT with him, and he’ll drop the KEY which will be placed in your inventory.
EXAMINE the Note you see on Writing table, and you’ll get the clue to the next Security wall you’re going to meet. Instead of giving numbers out as the message on chalice did, it “hides” them in charades. If you don’t remember how many of things mentioned in the note there is, you can count them. Or just look up in the walkthrough: note refers to 4 towers of the monastery, 1 layer (don’t know what translators meant with this word), 3 apple trees in the garden and 2 rows of prayer benches in the church (you must’ve been everywhere by now).
GO TO Ground floor hallway. Now USE the KEY with the door directly opposite you. Then OPEN the door, you’ll move to another stairwell. From there, GO TO Hallway 1st floor. You’ll see the familiar picture: the Security door and 4 torches. ACTIVATE them in the order that the Note from the room with Very Hungry Monk suggests. The wall will slide to the side and reveal the door, which you should OPEN. You’ll get to third stairwell, from which you can GO TO Hallway 2nd floor.
Again, OPEN the first door to your left. You’ll find yourself in the room with petrified man holding a key in one of his hands. USE the VINEGAR with petrified man. He’ll dissolve (+1 frag to your credits), and make a nice pile of ashes on the floor. EXAMINE it, and you’ll have another KEY in your inventory.
GO back TO Hallway 2nd floor. The second door on your left in Chapel door. USE KEY with it. After this, you’ll automatically go inside and meet Gabriel and some surviving monks. You’ll have a nice conversation about the latest events.
Gabriel will tell you that the doors of monastery’s main building are closed by some sort of spell, and he’ll send you on assignment to Scholars (East) tower to find the means of entering. He will supply you with the door to the tower, at last. After the conversation, you’ll find yourself in the front of stables.
This is all about West tower (note that you’ll be unable to enter it anymore). Get ready for heavy studying, chemical processing and some beating in Scholars tower.

Act 5: Apprehending the Scholars’ Tower (-2 frags)
First of all, MAP TO North path. Use ELDER KEY with Tower door, then OPEN it. You’ll se that staircase to the tower is broken. GO TO Cellar instead. TAKE a LADDER there, and GO back TO Scholars tower entrance. USE LADDER with Steps. Now you can access the tower. GO TO Hallway 1st floor.
As always, OPEN first door on your left (it’s the study door). The center of your attention here is the frontmost writing table (with candle on it). TAKE the left Sheet of paper, which will show in your inventory as WHITE SHEET. Then tap the same desk’s drawer and OPEN it. After it’s opened, EXAMINE it and you’ll become happy owner of OLD BOOK, POINTY STICK and yet another KEY.
EXAMINE OLD BOOK, you’ll know something is hidden in its cover. USE OLD BOOK with POINTY STICK, and you’ll find a RUBY inside. EXAMINE the RUBY, and you’ll find number “III” engraved on its back. EXAMINE the DIAMOND, and you’ll see number “VII” on it.
GO TO Hallway 1st floor again. EXAMINE the clock standing there. Notice that it has Roman numbers on face, just like your gems. So USE RUBY with “3” (3 is the grey square beside “III” number on face) and DIAMOND with “7”. This will unlock the library doors. GO TO Hallway 1st floor and OPEN it.
Once inside, tap one of the bookcases (it will identify as “Library”) and EXAMINE it (it doesn’t matter what one of three you look trough, you’ll get the same books). At the top shelf, look for “Book without a name”. OPEN IT, and you’ll get the TRANSPARENT SHEET. EXAMINE it. For now, let you attention be turned to the passage “the fire from combined man and God give back hope to the blind man”.
MAP back TO Hall. USE the KEY with chest standing beside the left wall. OPEN the chest. Another surprise! A rattlesnake bites your hands injecting the venom. This should qualify as a frag against you. Congratulations! You’re now poisoned. But don’t worry: you won’t die from poison in this game, however long it takes you to get the antidote (and with this walkthrough, it will not be long). Your loot from the chest is the STONE OF THE NORTH (why not just a magnet? Maybe not enough atmospheric).
Now the interesting part begins. MAP TO the outside, then to STORAGE. Despite the game saying “there is nobody here”, you’ll find a bird on the shelf. Try to TAKE it, and it’ll fly away. Don’t worry, it flies directly where you need it to be. Now MAP TO garden. OPEN door on the hut and enter it again. Gardener will be so enjoying your return, that he’ll allow you to TAKE some SEEDS from the seed bag.
MAP TO East tower, the to Entrance. TAKE LADDER again. GO TO Cellar once more, and USE LADDER with Mezzanine. Notice the bird on the window. USE SEEDS with bird, and you’ll be able to get the PARCHMENT from bird’s feet.
Now EXAMINE the STONE OF THE NORTH. In its description, you’ll read that you could find a proverbial needle in the haystack with it. Wait! Haystacks? Speaking of haystacks, we have a lot of them in this cellar! The right one is one laying on Mezzanine just to the right of window. USE the STONE OF THE NORTH with Bundle of hay, and you’ll receive the LAB KEY.
Now to the rescue! TAKE LADDER again, GO TO Scholars tower entrance, and USE LADDER with Steps. GO TO Hallway 1st floor, and USE LAB KEY with Lab door. OPEN the lab door, and you’ll go inside the lab.
Note 4 colored flasks and 1 empty flask on the table. This is right time to EXAMINE the PARCHMENT you took from the bird. It tells about “1 serpent, 2 suns, 3 skies and 4 apples”, but in reality if refers to the order in which you should put the reagents in empty flask to make an antidote. Serpent represents green, sun – yellow, sky – blue and apple – red. To add regent, USE corresponding flask with empty flask. When added all 4 in correct order, TAKE the central flask. You’ll drink the antidote and rejoice.
Maybe you remember the phrase passage “the fire from combined man and God give back hope to the blind man” from the TRANSPARENT SHEET. Want to know what it means? Use WHITE SHEET with torch, and you’ll see how text develops on seemingly blank paper. WHITE SHEET will become a NOTE.
EXAMINE the NOTE, and you’ll see at the bottom of it the code similar to that on the bottom of TRANSPARENT SHEET. Think, why the TRANSPARENT SHEET was made transparent? Obviously, so that one could superimpose it on another sheet and read the combined message! USE TRANSPARENT SHEET with NOTE, and you’ll read the message: “DRAGONIS 12”.
If you was paying attention to books in library, you’ll remember there is a book named “Dragonis”. So MAP TO Library, EXAMINE the bookshelves again and look for the title. OPEN the book and start reading – only to have someone creep behind you and hit you on the head hard (another frag against you).
While world goes black, prepare for some sweet revenge, and also for meeting old friends.

Act 6: Fighting Your Way Out of South Tower (1 frag)
You come to consciousness inside the cell with some man leaning on the grates and the guard stands outside. Looks like someone wants you to be behind the grates. Don’t give them this luxury.
First, EXAMINE the man inside the cell. It appears to be a dead inquisitor, and have a LIGHTER in his pocket which you’ll take. Note the straw on the floor to the right of him. EXAMINE the ground there, and you’ll have the HUMAN BONE club which apparently was used to kill the poor witch-hunter soul.
You can try to TALK TO guard, but that will not make you any better. The best approach is to lure him into cell and dispose of him once he’s in. Figured what it takes yet? USE your LIGHTER with the ground with straw on it, which will start the fire. Guard will angrily enter the cell – how incautious of him! USE HUMAN BONE on guard an free the world from his stupid being.
You’ll find the keys to the cell on him and leave the cell, entering the Prison hall upon which you’ll hear the voice of Head Dominique calling to you. Respond to him and GO TO Dominique’s Cell. You’ll have a long conversation and he’ll ask that you check the state of some mysterious “door” under the monastery and take the woman you brought to monastery as far away as you can.
Note that if you TALK TO Dominique again, he’ll ask you to bring him some food. GO TO Prison hall again, the GO TO Guard room. There, you’ll need to do two things. First, pull the lever 3 (by ACTIVATING it) – this will open access to Rest room from the Prison hall. Second, look for cupboard on the right (it will identify as “Shelf”). OPEN it, and you’ll have a BREAD to give Dominique.
MAP TO his cell again and USE BREAD with him. He’ll thank you and give you a BLANKET. GO TO Prison hall again and then GO TO Rest room. You’ll see magnificent fireplace there. USE BLANKET with fire and you’ll smother it. EXAMINE the fireplace and you’ll see steps inside of it. You’ll follow them and find yourself at the top of South tower, which is a sort of open-air observatory. On one of the benches rests a bag, which you should TAKE immediately.
This will place RUNES and NOTE in your inventory EXAMINE the NOTE to learn the events that happened to late inquisitor during his stay at the monastery. When finished, MAP TO Dominique’s cell and USE the RUNES with him. He will tell you that SATURN RUNE is emitting heat, and it’ll appear on your inventory as extra object. GO TO Prison hall and note the symbol on the door directly opposite of you. USE SATURN RUNE on this symbol, which will open the door.
You will enter the cell beyond it and at last meet Maka (the woman you brought to monastery) in flesh. No fleshy pleasures on this meeting, though. You’ll discuss philosophical matters only . She’ll tell you at last the reason behind the events in monastery. Under it, there is a Gatha-ueh (a sort of prison) for demonic beings called Trulekks, which have a power to bring the people’s dark thoughts fears to reality, make them happen.
Now they are struggling to break out of prison to enter our world (I always wondered, why this boring world attracts all sorts of demonic creatures which are supposed to like interesting places), and they’ve begun to subvert the will of monks to help them out. Maka, on the other hand, was sent here to keep them locked nicely in their Gatha-ueh. So she’ll ask you to make a way for her to main building while she’s restoring her strength.
To help you, Maka’ll open the door to main building and the trapdoor leading out of South tower. Also she’ll show you your bag which was taken from you and brought to her cell. TAKE the bag from under torch, and you’ll learn that your captors only left you TALISMAN and POINTY STICK.
I found this strange as there were no talismans in my inventory when I’ve finished Scholars’ tower in the first place. It can be a bug, or I could just miss it – I left one unopened desk drawer in North tower and another in West tower. But this one is required to beat the game, so I’m glad they supply me with it. Anyway, EXAMINE the TALISMAN and it’ll turn into SILVER TALISMAN.
Say bye-bye to Maka and GO TO Prison hall one last time. OPEN the trapdoor. You can’t leave through door (it’s blocked with fallen rocks from outside, so GO TO caver. Enjoy the scenery GO TO grotto. Enjoy the scenery once more. GO TO cul-de-sac.
You will meet a little girl here. She’s reciting a word “Tasukette”. I find that pretty suspicious, but I was unable to do anything with her. (You’re even unable to go back to Maka from this point and tell her about girl). What’s left to do here is to ACTIVATE the cord to climb up the well and emerge at the monastery stables.
Congratulations! You’re out of South tower, and there is just one building in the monastery which you still have not visited from the beginning of this “hard day”: the main building. Ready yourself for some really gruesome sights and go ahead to the Act 7!

Act 7: Raiding the Main Building (1 frag and 2 body defilings)
You’re standing near stables. Don’t waste your time, MAP TO “Place” (this word is used on the map to denote courtyard). OPEN the door to main building. You’ll enter a small hall with angel statues. Open the Massive door in front of you, and you’ll find yourself in very messy meeting room. Note the chains and lock opposite of you. Pull (TAKE) the spear from the body of guard and GO back TO monastery hall.
Note the position in which left angel statue stands. It may be not apparent from the first sight, but his hands are positioned as if he held something in them. USE SPEAR with angel statue, and you’ll hear a metal click from your right. Something is behind the painting!
Let’s find out what. USE your good old POINTY STICK on painting. “Never has an act of vandalism felt so good”, Baptiste makes a note. You will reveal a new door. OPEN it.
You’ll enter the torture room, and the recent victim, tortured to death, is still hanging on the chains. Notice the torture instruments on the table nearby. Take them, and they’ll appear in your inventory as a innocent TOOLS entry. What you do next? Any hidden sadistic tendencies in you? Well, if you guessed right, maybe they are…
Yes, now, it’s time for gutting. USE TOOLS on corpse, and you’ll see its entrails falling out on the table below. Oh, sorry, I forgot to warn pregnant women not to play this game… After some time of diligent messing with internal organs, Baptiste’s trained eyes spot a COIN in them, which (fresh with blood and gore) he puts in his inventory.
Well, first gutting is over. You can MAP TO Meeting room again, and USE TOOLS with… no, not dead guard, just with door this time. This will remove chains from it and allow you to OPEN it.
In the next room, you’ll see the mutilated monk. TALK TO him, and he’ll tell you how “a man with iron face” forced him to swallow “the key”. Then he dies, and Baptiste goes on gutting again, finding another coin to match the first one. Good job, the man could apply for post in inquisition… or in butchery at least.
There is a globe in the far left corner of the room, and a spellbook in far right. Unfortunately, nothing of it will be useful to you. (And you may have expected memorizing a few old good fireballs or magic missiles at least, have you? Alas, this is not a RPG).
If you try to open the door, you will be told that you can’t because there is no handle. Don’t believe this, it is a lie. Instead turn your attention to face-shaped thing in the center of the door. Tap it and it’ll identify as “face”. TAKE it, and you’ll have SKIN MASK in inventory. Now, you can OPEN the door freely – the handle has been concealed by the mask.
Having OPENed the door, you’ll travel down by stair and arrive to crypt. There is the next closed door in front of you (you may feel better if I tell you this is the last closed door you need to face). EXAMINE the recumbent figure on the sarcophagus, and you’ll get close-up view (like with clock back in Scholars’ tower).
Now, think of burial customs. Think of as much of them as you can remember. Sooner or later you come to one requiring to put a coin on each of the deceased’s eyes. let’s do it – we have 2 COINS obtained with much effort earlier… Find eyes of sculpture and USE COINS with eyes. You’ll see door unlocking. GO back TO crypt and OPEN the door.
You will find yourself in the cave with the lava pool and the bridge over it. A werewolf is guarding the bridge but instead of leaping for Baptiste’s throat he starts to talk! This is Gabriel, and he doesn’t want to kill Baptiste – he just can’t let him pass, and offers Baptiste to leave immediately.
We call this “noble”, but we also call it foolish. Doesn’t Gabriel know whom he talks to? To brother Baptiste, who quite recently have disemboweled two dead bodies, killed cell guard with a human bone, and so on. Instead of leaving thankfully, this brother Baptiste even when listening begins to think about werewolf vulnerabilities… Well, there is only one known – the silver, so you should just USE SILVER TALISMAN with werewolf and watch the silly creature die.
Now, GO TO sanctuary and the final conflict.

The final confrontation (2 frags)
In the sanctuary, you will see an almost classical portal with the man in toga beside it. It is “the man with iron face” you’ve been mentioned before, and he’s also Head Simon (or was Head Simon, if you like it like this). He’ll tell you that he’d rid of his face to appease Trulekks, and the door to their prison will soon open. Maka enters and tells Baptiste to stop Simon urgently.
You must find a way to stop Simon. I don’t know if this can be done in multiple ways, I’ll tell what worked for me. USE the SKIN MASK (which Simon apparently have shed from his face) with the torch burning to the left of portal.
In reality, it’s just the most wrong thing Baptiste could do. He destroys the last part of Simon’s humanity, and Simon becomes able to open the portal by dissolving in it. He does it, and Trulekks begin to reach into this world with their ghostlike arms.
At this very moment Maka sends her “astral form” (one which you met when entering West tower) into portal so it can close it (also by dissolving in it). Before she fades inside the portal, she asks Baptiste to find her people and tell them to device a way to close all Trulekk portals permanently, as there always will be man who try to open them (an, though she’s not saying it, fools like Baptiste who help them without knowing it).

Conclusion
Baptiste buries dead brothers and prays for their souls. Then he studies the library for notes on the Trulekks and learns that another gate is in the Ireland. Than he rescues a little girl from the well and takes her to her parents. After that, he journeys to Ireland. On his way, he sees the vision of Maka’s face over the sky.
The ending suggest the possibility of a sequel. So, who knows…

The end
_________________
Palm V, Vx, m505, m515, Tungsten T, T2, T3, Ipaq 1910, Treo 600, Zodiac 2, Clie NX73V, Treo 650, Treo 680, Palm Centro, chvíli Palm Pre a HTC Magic, iPhony od samého začátku od 4GB verze a nyní

iPhone 5 64GB


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