Guide and passage by Necrovision

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What will happen if four Poles gather together? Friendly Poposhka!

And if it is known that one of them at one time worked on Medal of Honor: Allied Assault And Men of Valor: Vietnam , Two – above Pain Killer , And one more was just president 3 D Magazine a

That's right, they will decide to create a game. And not some, but good. This was about this when Radomir Kukharsky (Radomir Kucharski), Vojtek Pazdur, Kamil Bilczynski and Robert Siejka decided to establish Farm 51 studio.

About inspiration

They did not run far for inspiration. Is it surprising that the spirit Painkiller He will try to rebel in the brainchild of Wojciech Pazdur and Camila Bilchinsky? No! Is it surprising that the authors will turn their eyes to the events of one of the largest wars of the 20th century? Not either. This is how Necrovision should have turned out: infernal, dynamic, eclectic and historically … well … almost reliable. For “almost reliability” it was enough to push away from a real event and get sick deep underground. And how it turned out?

The question is not easy. You should start with the fact that the requirements for the quality of the game initially, long before its release, were very, very high. It would be good to disown the past and take up something else, new-so no, the statements directly and unequivocally read about the “game from the creators Painkiller ", And from a picky comparison there is no getting away. And matching the given level oh is not easy, because Painkiller – Not just a game "about how a man descends to hell". This is an idea, it is a level design, it is eclecticism. This is a huge number of monsters and a frantic pace. What happened in Necrovision?

Let's start with the plot. He is frankly banal. The story of a fighter, involuntarily tearing into the underworld, killing all in his path and everything and is unable to take a step left and right, does not smell like freshness. Well. It has already been many times and, unfortunately, there will be many times more.

It’s also somehow not very good with eclecticism: more than a third of the game we see the Germans of the living, the Germans of the zombies and their insignificant variations. Another third of the game takes place in the same dungeons, albeit from an enviable height with ceilings. Flight on the dragon like a sip of fresh air – and again harsh, but such a monotonous hell. What remains?

Dynamics and with what it is eaten

One hope remains: for dynamics.

How to make a militant dynamic? You can limit the player in time, you can fill up with reckless attacks of a huge number of monsters – or you can do as they decided in FARM 51. The player needs to give the opportunity and desire to increase dynamism of his own free will. And the system of "combinations" – just such an incentive. It is not enough to kill the enemy. Two, a dozen, a hundred – also few. This is boring, and all that you see after the battle is at best the number of killed enemies. But if you reward not for the quantity, but for the method … agree: it is much more pleasant to see that your efforts to kill the enemy for a reason, but with a kick of the foot and shot from the shotgun, a double injection of the bayonet or a shot in the head, and they are rewarded immediately.

So they did. A lot in this game depends on how exactly to kill enemies. Without committing combined murders, you will not accumulate fury points. Without accumulating fury points, you can’t use magical attacks or a slowdown in time. These are negative incentives. But there are also positive! Several combined attacks in a row – and opponents around the next “victim” begin to fall, like kegls, from the residual effect of rage. And rewards for murders popping up here and now are worth a lot. As they say, we enjoy the moment.

Good, but somehow … there is not enough or something? Yes, there is an incentive to go into close battle, and there are enough tense moments. But I would like to experience this tension during the whole game, and not mainly in its second half … A room of competitions in which you can perform additional tasks, look for missed caches and earn special awards and weapons? It's great, this is a game in the game, but … still something is wrong. Who would suggest that exactly?..

Call my lawyer!

But is it really so bad?! Yes, the point is that not everything and, most importantly, not so. And this, by the way, is the most offensive. As mentioned above, the game failed and could not be able to avoid a picky comparison with the "uncle" Painkiller. Eclecticism is not enough – compared to Painkiller! Insufficiently crazy plot – compared to Painkiller! Not infernal enough – again, compared with Painkiller! However, you can recall a dozen of completely non -emotional and not particularly infernal games that are not at all reproached. What do you say about Crysis in terms of the originality of the plot, eclecticism and dynamism? What about doom 3? Yes, in the same inimitable Call of Duty 4, the plot was no less commonplace! I'm not talking about Call of Duty: World at War. Alas, an angry joke plays the same relationship with the ancestor-classic.

Meanwhile, how many players have been patience and spent a couple of evenings to complete the tasks of the "room room"? Ask them if the “harsh uncle Sam” or “triple troubles” are good in battle. Or don't ask, but try it yourself. I'm sure you will have what to say. And, in the end, to forget that Necrovision, among other things, is also a network action movie?

Alas, all this is the symptoms of the old, but the living syndrome "promised us, and we received". I'm afraid only time will be able to heal the wounds of comparison with the predecessor. Only time and the opinion of those who are not lucky to see the "living Paynkeller". The stigma is not necessarily forever, true? Especially if you take into account the hint of continuation.

• • •

Ultimately that we received? The Polish studio has released a solid, sometimes beautiful product. But he cannot claim the title of work of art. A clear swing of kinship with the famous Painkiller also benefited the game. Alas, to compete with a masterpiece, you need a masterpiece, not a strong middle peasant. They did not pull it out.

Verdict: A solid, dynamic action movie. Not bad, if you do not remember that he promised to compare with Painkiller.

The word about the Simonov regiment, or place, time and method of action

1916, France. The area, called the Verdensky protrusion, became the support of the entire French front. In February, German troops hit this support with all the free forces in order to overturn and finish. And there were many forces: more than 6 divisions and almost a thousand guns. This was more than enough to break through the defense, but the breakthrough dragged on ten months, turned into a struggle for exhausting and ended with complete failure. Already in October, the Germans from the attackers turned into defenders, the French troops began to squeeze them. In addition, the British hit the area of ​​the Somma River. That could stop such an armada, except for human perseverance and general talent? Farm 51 believe that infernal forces intervened.

With the result of the action of these forces, the American soldier Siberian soldier Simon Bakner faced. To survive, he will have to make a lot of effort and become the very warrior who alone in the field. To survive it is not enough to sit in the trench and shoot: you need to attack. In this, trophy weapons and his own temperament will help him. Weapons not only in the hands. Kicking with a heavy army shoe and an butt, supplemented by accurate shooting, are ascended to the pedestal and serve as the key to what no one can do in the French, nor in the British, nor in the American army: the accumulation of rage and the use of it as a real military force. Simon is special. He knows how, if necessary, to slow down the time, magically strengthen his own combined attacks. And alone to overcome the obstacles to which the armies are leaving for months. But he is not fate to go into history: if the army is fighting on the surface, then Simonov lies for many kilometers under it. This is the story of a soldier, alone storming hell.

Warfare

There is nothing easier. There are three life parameters, clearly shown in the lower left corner. This is an indicator of health – a green strip, gradually turning into red, if Simon is damaged, an endurance indicator is a blue, almost invisible strip – and an indicator of rage. Perhaps one of the most important resources in the game. In order to replenish the rage, you need to conduct a special combined attack, which will not slow down to inform the indicator in the lower right corner and congratulations to the full screen. There are too many special attacks to list all of them here. As a rule, these are combinations of shocks and shots, although there are also simple ones, on one action-hit the head with any weapon, for example, a direct hit by a rocket or a fire ball. In secret nooks, the cards sometimes hide artifacts that allow you to increase the threshold of rage. Do not be lazy to search, it would seem, uninteresting and unnecessary nooks, and you will be rewarded with a hundredfold – in the last chapters, a reserve of rage needs a big one, otherwise it is difficult to survive.

An indispensable thing in the farm is in the upper right corner: a compass with one arrow. He always indicates the direction in which you need to run in order to complete the current task. The task itself can be viewed by pressing the TAB key.

Management in the battle and in the campaign in more detail you can see in the table.

Table 1 Control
Key Action
W, s move forward and backward
A, D offset left and right
Left Shift fast running
E use something
The jump gap
Left Ctrl hit with a foot
C to crawl
Tab show the goals
P pause
F9 fast loading
F5 quick conservation
Y message to the team
T message for all
V tease the enemy
1, 2, 3, 4, 5 Change of weapons
Left mouse button fire
Right mouse button aiming / fire from the right trunk
Average mouse button hand -to -hand attack
R reloading
Q is a special attack, throw
G throw a grenade

Trophies and pleasant little things

Will have to fight for a long time and hard. We are engaged in supply, as usual in such militants, on our own. Weapons and ammunition can be selected from the corpse of the murdered enemy, but they already from time to time lying in the corners. The first -aid kits are still lying in the corners – Simon, although it regenerates at an unprecedented speed, is not able to completely restore health.

No first aid kit – it doesn’t matter. Colored shards fall out of defeated enemies – red and yellow. They restore health and rage accordingly. And in the corners and in the seated places, amplifiers of rage and letters are hidden. The first is extremely important for survival, but the second … And the second is just important. Not for passing – to feel the tragedy of the situation, cruelty of war and other and other. Do not miss letters, without them the game would be completely sad.

Weapons going to hell

The first half of the game takes place in Europe in 1916, and the hero’s weapons will correspond to the place and time. First of all, these are pistols. There are two of them in the game.

COLT M1911 -The model, developed by John Browning and adopted by the US Army in 1911, has rightfully earned the status of a veteran: only in the mid-80s to change M1911A1 (as it began to be called after a minor modernization of 1926) Beretta 92 came to the United States army. But even after dismissal to the reserve, the centenary man remains among the most popular pistols in the United States.

Caliber – .45ASR (11.43 × 23 mm)

Total length – 216 mm

Barrel length – 127 mm

Weight – 1075 g

Store capacity – 7 rounds

Luger (P08 Parabellum) – The famous German pistol designed by George Lyger in 1898. After a couple of years, he was adopted by the Swiss army. Initially, Parabellum was created under a cartridge of 7.62 mm, but in 1902 Luher changes its design for a new cartridge of 9 × 19 mm Parabellum, which later became one of the most massive pistol cartridges in the world. In this form P08 Parabellum was adopted in 1908 by the German army and was used for another half a century in many countries of the world.

Caliber – 9 × 19 mm Luger / Parabellum

Weight – 865 g

Length – 230 mm (with a barrel of 102 mm)

Barrel length – 98 mm, 102 mm, 152 mm, 203 mm and others

Store capacity – 8 rounds

From rifles should be noted, firstly, Lee-Enfield , with which we start the game. The first model of this line, Lee-Enfield MK .1 , was adopted by the British Army in 1895 and was named after the developer of the bolt box and the James Li Armory store and the Enfield arms factory store. This model was used in the Anglo-Broke War of 1899-1902, and showed its inability to compete with the German rifles of Mauser. Work begins to modernize an unsuccessful rifle, and in 1907 it became in service .303 Caliber Rifle Short Magazine, Lee-Eenfield, Mark III (Smle mk.III), with which Britain entered the First World.

Caliber – .303 British (7.7 × 56 mm R)

Length – 1132 mm

Weight without cartridges – 3.96 kg

Sighting range – 503 m

Store capacity – 10 rounds

Clip – 5 rounds

You will not have to fight with British samples of weapons for long – already starting with the second chapter you will have to pick up a trophy. First of all, it is Mauser Gewehr 98, One of the best creations of the Brothers Paul and Peter Mauser. It was this rifle, developed in 1898, caused the feverish “bringing to mind” by the British Lee-Enfield. In the game, it will be literally indispensable in all of its hypostles: as a weapon for shooting at medium distances, and like a sniper rifle, and even equipped with receiver grenades, like an anti -tank. And in hand -to -hand combat, this rifle with a joined bayonet does not know mercy.

The length of the rifle without a bayonet is 1100 mm

Caliber – 7.92 mm

Weight of a rifle without a bayonet – 3.90 kg

Store capacity – 5 rounds

Sighting range – 500 m,

With optics – 800 m

In limited spaces of trenches and premises, the benefits of the range and accuracy of rifled weapons are nullified. And comes to the rescue Trench gun M97 , which is nothing more than the good old Winchester Model 1897 , developed by John Browning. Colossal power makes it weapons of one shot, which is so necessary when the battle grows into a landfill.

Rifle length – 711 mm

Caliber – 12

Store capacity – 5 rounds

However, sometimes even 12 caliber relics are not enough for survival. Here, a quick -firing automatic weapon helps out.

For example, a manual machine gun MG-08/15 , developed in 1915. Its firepower is not inferior to the easel collection MG-08 , on the basis of which it was made, but the mass allows you to transfer it and fire alone.

Caliber – 7.92 × 57 mm

Weight – "total" 18 kg

Drum capacity – 250 rounds

Bergmann/Schmeisser submachine gun MP.18, I With a drum store, Luis Schmeiser was developed in fact only in 1917-1918, but somehow managed to leak through time and fall into the hands of the hero of the game. High rate of fire, good accuracy – what else is needed in a fleeting battle?

Caliber – 9 × 19 mm Luger / Parabellum

Weight without a store – 4.18 kg

Length – 815 mm

Shooting pace – 450 shots per minute

Store capacity – 32 cartridges

Effective range – 150 – 200 meters

A throwing and cold weapon deserves separate mention. The first is mainly represented by German grenades, very effective against mass accumulation of clumsy opponents (read: against zombies). In addition, dynamite, grenade ligaments and gas lamps will fit as a throwing weapon.

Cold weapons, except for the rolled bayonets, butt and heavy shoes, are presented in two types: the Prussian bayonet-fiber of 1898 and an ordinary sapper blade, whose effectiveness (and sometimes irreplaceability) in the first chapters of the game is difficult to overestimate.

Starting with the sixth chapter, the hero will move around inhuman lands. And the weapon will also fall into his hands completely inhuman.

The very first sample – Dark hand , A magic glove with a built -in intellectual module, not moderately talkative, jealous, but colossally effective both in close combat and at a distance thanks to various magical attacks. Unfortunately, it will not work to use it simultaneously with most human samples, but by the way, a vampire trophy weapon will have to be designed for shooting with one hand.

Vampire submachine gun In addition to convenience, it exceeds human analogues in killer strength, rate of fire and range.

Vampire shotgun – Convenient and powerful weapon for fighting and medium distances.

Vampire flamethrower – has no analogues in effectiveness against numerous opponents in close combat. The disadvantages include acute fuel deficiency.

Vampire blade. Despite the name, it has nothing to do with cold weapons. This is a highly efficient manual rocket lactomet with decent rate of fire and, unlike human receiver grenades, a large range of battle. It is recommended to combat large and strong enemies, as well as small, but numerous.

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Passage

Prologue

Verden. Great, terrible and bloody, it looks like a horn that France rested on the chest of a German military machine banging on it. Our story begins on the night of December 14, 1916. The grueling defense of this area behind, the Anglo-French coalition is already crowding German troops. And in the composition of the advancing, no well -known American volunteer Simon Bakner is fighting – our eyes, ears and hands.

New offensive. The commander admits the fighters and they run. There, ahead, they are waiting for a German ambush, artillery shelling and a gas attack. Death fell from airplanes and enveloped the yellow-green cloud of those whom they did not have time to catch up with bullets. This is not phosgen and, praise to the gods, not and and. Chlorine. It is as if there is a difference from what right now you will die ..

Almost all of. Only two soldiers manage to survive.

Chapter 1. Trench war

… Rather, even only one – Simon Bakner. The second since the awakening of the American was just a minute to live. For the fact that life saved, of course, thanks. But the hot overseas guy does not intend to forgive the children who died outside the guys. A short hand -to -hand fight determined a happy surviving and at the same time new owner of a rifle. Great rifle, cartridges, too, if you rummage in the corners, there are. And dynamite. It will come in handy to clear his barricade in the doorway that has served his barricade. You can also knock it out with your feet, but why strain?

Outside, it still smells sharply chlorine. Gas is not enough to kill right away, but they should not breathe for a long time. It should be afraid of German fighters who have settled in front and left. Arrange a shooting range or not, the choice is for us. The main thing is to break through a small open space and a small barricade to the German trench, in which it breathes easier, and from there to develop the offensive. After all, the army cannot be defeated while at least one soldier is alive?

Further, the road, of course, is not straight, but from the trench, like from a rut, nowhere to go. Fight, soldier! And we step on the enemy. They shoot at us, we are in them. They shoot as they can, but we can better. Moreover, there, in a dugout around the bend, Simon finds a shotgun – an ideal weapon for a fight in trenches! Well, what's next?

It seems that the Germans completely survived the mind and poison their chlorine. And at the same time they carry some kind of nonsense. It is understandable – chlorine is the first thing the nervous system is striking. Mades do not need gas masks, however? And we just right. There is a detonator in a green fog filled with green fog. He is the key to exit from these trenches. The lever of the detonator is found in the depths of the room, on the right. One press, and there, outside, the obstacle was marked with an explosion. We get out and continue the way!

German position. From whom they shoot? We came from the opposite side! Or … oh, I seem to have poorly put on a gas mask ..

Figures of soldiers, like autumn leaves, lifts into the air and scatter jokingly. But it is necessary to all this skull soar. Speaking and very pleased skull, on a dozen voices, interpreting, it seems, to himself about … about whom? I have some kind of bad foreboding. And don't ask why I don't rejoice at what is still alive.

Behind the bend we stumble upon a strange fence. German craftsmen indulge in electricity. There, on the other side of the barrier, the power plant blushes. And she holds bullets well? So I thought: a flimsy box turned out to be, one shot, and the path is free. There should be a bunker somewhere there!

In the bunker, it seems, not at all to Simon: shooting, smoke, wild cries. And machine gunners. Enemy machine gunners, of course, is unpleasant, but they have one indisputable dignity: machine guns! Such weapons are already no matter what is the dead?

On the steps up. Here, outside the door, suspiciously empty and quiet warehouse. We run it quickly and quickly! We need right and left, to where another machine gunner is standing on the elevation. "Remove" it as soon as possible and take the position of the deceased! Because behind our back the nonsense of the dowry Hans about the dead people crawling out of the earth is embodied! They are slow, but how many of them … some will burn in the flame of a very well -broken furnace, we will shoot the rest. And then let's go! It will get the dead, and living, and machine gunners – give me only to get out of here!

Finally a lever and steps out! Really a way out?

And it is hot outside. Here and there, a strange figure appears and disappears again in a blue flash. It is difficult to get into it and, it seems, is useless. But the fluttering magician is not so terrible as the crowds of the defenders called by him. So we will fight with them.

The first wave. It's okay, we have already seen dead Germans. The second is already worse. Machine gunners do not understand jokes, especially if there are several of them (machine gunners). Not a second to stand still and mark it in the head!

The third wave. Creatures. Similar to flying sea strokes made of fire. It hurts with this fire, but they can’t stand the shot from the shotgun. That's all, it seems? Alas, it https://deal-bet-casino.co.uk/ will not work with the sorcerer: at the most interesting point in Simon they are taken prisoner.

Chapter 2. Fortress

German captivity turned out to be harsh, but imperfection. Something was thumbs up loudly-and we are already free and with weapons. Simon will not wait and wait for some Zimmerman, so we go outside and to the left. Then to the right, through the underground transition to the courtyard.

Who is you like that, guys? I understand everything, but so that, and even handle it?! Sorry, but even there is no time to shoot you, white figures loom in the sky. Not only do the crowds of walking dead raise, and they also shoot something. Unlike a recent battle with a wizard, now our main enemy is not on earth, but in the air. Pistol bullets, contrary to expectations, cause damage to ghosts. The main thing is to quickly run, brush yourself from the annoying dead men selected right there with a bayonet or spatula and shoot, shoot at white figures! Dodge their charges – and shoot again. Especially since our problems will not be limited to ghosts. The courtyard is about to be destroyed by artillery fire, the exit from it is blocked by the rubble. And we will have to do two things at once: to look for dynamite to undermine this blockage, and to fight off the giant that appeared. With the giants is simple: in two sheds in this courtyard there are stationary machine guns. The giant is strong, it does not fit in sheds. But sooner or later it falls from dense fire. But you need to look for dynamite. The first checker is elementary, at the arrow of the magic compass behind the stabbed door. We find, install in the indicated place … but the blockage is too large, and success needs to be fixed. To pick up the second saber, you will have to run out of the courtyard and go through the call. The main thing is to have time to blow up the blockage and penetrate the castle, and the shells are powerlessly behind yourself!

The castle is full of living Germans, and they do not want to die! We'll have to shoot plenty. And what is good for a rifle with a bayonet!

We go down and turn to the left. If there is a wall in front, we will pierce a boot! With flimsy wooden obstacles, we will not be ceremony. The tunnels bring us to a large hall with selfless doors and dead dead from under the floor. If the doors are closed by themselves, then there should be levers somewhere. We will look for! Fortunately, the compass with one arrow is not mistaken.

Then a large hall. Arrows from above, on the stairs and behind the boxes. We'll have to sweat great. It will have to go through it in several stages. Jerk in the left corridor, to the lever. Then back, through crawling, in the side. And finally upstairs, up the stairs. Each stage is a mountain of German corpses and a decent number of “caught” bullets. It is amazing how Simon regenerates so quickly?

Well, regenerates, and okay. The compass leads to another remote control in the corridor to the left of the stairs, then to the third tier. Again, suspiciously deserted.

And it’s right that the deserted. You can go out only through the far room, and the floor in it holds on a not very honest word. And in the underground, as expected, dust and spiders. Only decent people have small spiders and catch flies, and these tall from half a century, in gas masks and eat exclusively by American soldiers. Terrible opponents in hand -to -hand combat. One hope – on a faithful shotgun and fast legs. If we survive, we will go up the staircase and continue the way. Correct path. Not to the sun, but exactly the opposite. Only first you need to apply energy to the elevator. Well, who is underground?

And the ghost is underground. Very strong and dangerous ghost. Like the one at which Simon was already shooting upstairs. There is experience: not for a second to stand still, run around the hall filled with water very quickly and shoot if possible more precisely. And zombies … what zombies? They are not to blame for anything! The main thing is not to get into fire from the furnaces once again, and we will succeed!

It turned out! Now go upstairs, finish off the ghost, and you can come close to the search for the culprit of the triumph-some kind of zimmerman. He seems to refill everything here.

Chapter 3. Height

So, where are we? Surface, night, Germans below, and the arrow on the compass there also shows. Here and go there. In the ruins of the houses, arrows with automatic weapons settled, so we will get it first and get it. It does not shoot as far and accurately like a rifle, Simon will clean these ruins from a distance.

Yes, a submachine gun is good. Not long -range, not accurate, but in close combat pleasant. Only with a tank on the other side of the river can not do anything. You have to look for something more powerful behind that hill.

Ho, this is power! Granate rifle! If the shots also flew in a straight. But it is not difficult to adopt. Several hits, and the tank is not dangerous. We move to the other side, there we are waiting for a weapon, one of the useful on the surface – a sniper rifle. And a little information. Simon already guessed that Zimmerman is the largest kaka, and now he was confirmed that this is so. Eternal life to him, means? And the belt?!

For the purpose of No. 1, they decided, now ahead. If you turn right from the bridge, then there will be a hole on the left hand. Do not pass by. We climb deeper, shoot back and then climb. If the bushes stand in the way, then we will launch in them with a lamp.

Congratulations, we are again in the open. Beautiful, moon, birds … that is, not birds, but a whole dragon about four wings. Maybe it's not good that we are in the open. You need to get to the UN of those trenches. And quickly. As we have with a sprint?

Everything is in order with a sprint, Simon ran to the trenches. Getting lost in them is much more difficult than fighting off the Germans, and this is how Mr. Bakner can well. Cross the line of the trenches, reflect the invasion of the zombie and go up to the castle, where huge guns rumble. Through a small dungeon and a lone giant. The last time this was beaten from a machine gun, but now you have to run. Not very much if you shoot in the head.

And here is the castle. Destroyed by some. First, the compass will lead Simon to the lever in the wall, then to the locked iron door. You can’t embroider such a boot – you will have to blow up. Pomegranate must be returned behind the bunch and, so as not to run twice, neutralize the guns on the hill. Immediately side by side, in the basement, we meet … who would you think? Well, yes, Zimmerman, of course. It’s a pity, it’s a pity that Simon was so gullible ..

Well, hold on, viper! We spread the door to the chips with a bunch of grenades and start in pursuit. The path is blocked by an electric barrier. But in the basement he has a switch. To make all living things inanimate, the giant in the square lure into the lane and shoot from the shelter! What else? Sew all the ruins, collect cartridges, go out in the middle of the square … and fail. Shallow, but unpleasant, right to the giant in the teeth. Dishonest! He has teeth and a club, and Simon has a machine gun, a machine gun and fast legs! Having killed the thugs, you can fall into tartarara – to the tunnel. What American does not like American slides?

Chapter 4. Strengthening

So, in the castle. The door is locked, the key on the table is nearby. The first jerk to the foot of the mountain, where the entrance. The area is open, there are many enemies, everyone shoots. It is hot, but overcoming. There is dynamite in the entrance house, and do not neglect them. Barricades to blow up is a nice thing.

The second jerk – according to the gallery over the battlefield. There are few opponents, and from a sniper rifle they fit elementary. Yes, here's the bad luck: the arsenal is locked, and the key must be sought. You can go down through the middle tower and run away. First you will have to break through the zombie, then through people, then through both of them – along the trench to the bridge, behind the bridge fortress.

The set of tasks in the fortress is simple: to get on the tower at the gate and turn off the electricity, thereby opening the way through the bridge, and then solemnly follow the bridge to the main structure. To the right of the entrance, in the far room behind the cabinet, and the coveted key is stored. And gas mask.

The key opens the massive door near the grille. The steps lead down, into the dark and gas clubs. It seems that here the sewer collector of this castle. And it is guarded very reliably: walking dead without an account, and one of them, the largest, moves along a sewer in a wheelchair. A good stroller, with an electric drive. Not otherwise, because of this bullet and grenades do not take it. To destroy the adversary, you will have, going down to the ditch, to kill the illuminated plugs from the pipes along the edges. And when the ditch is filled … uh … the contents, the monster on wheels in this contents will simply drown. Why doesn’t the brave soldier Simon Bakner sink in it, the question is not at the address ..

Everything, you can get out. Up the stairs up, on the very wall of the castle. On it you need to go to the tower locked with a grate, and with a shot to activate the lever on the wall. Openly – so forward, you need to climb to the very top, to the big "thunderbates", shoot the giant and slip into another door.

The descent down again. These halls now work barracks. They need to be cleaned of guests, from time to time press the levers on the walls (three pieces) and finally go down down. In the round hall under the four “lightning rods” there is an altar on the roof, and on the altar, to our regret, not a beauty written at all. All the same greenish giant. And some kind of iron insurance person stands nearby. Behind the back of the insurens, the lever, it needs to be pulled. The blue control panel lit up – it means that you need to poke it in it. Well, the handsome man is written, get up from the altar, I will kill you!

And the insurance does not move. She would not yet move – for this you need to insert a crystal like a sewer hatch into it from that table. And after that, also climb inside. Wow, this is something between a diving spacesuit and a tank! The right hand is made in his four -barreled machine gun, the left -handed – missile installation. And thick-tole-toleous steel skin. We knocked out the door with a rocket and a clubfoot gait we go outside. Get to the gate in a sort of suit – just a walk.

Well, hold on to me now!

Chapter 5. Stone ridge

Very interesting. Simon, it turns out, the incarnation of the great winner of the demons! And the necromancer did not justify hopes, and we, you want, do not want to, we will have to kill him. Well, okay. Finally we almost got to Zimmerman. It’s completely at the right hand – right and right. The remnants of his troops are trying to contrast us with something, and here we need to make a serious decision: to clean the terrain from the Germans or not pay attention to them. The mechanical guard, of course, the car is strong, but does not know how to regenerate, and what is wearing what is there on Zimmerman, from here is not visible. We preferred to wave a machine gun on a trifle and switched to running, shooting only those that confused underfoot.

Here it is, a vile necromancy! In order to compensate for some of its personal shortcomings, got into a huge car, similar to Scorpio with a long tail. And something from there broadcasts. His car, of course, is large, but to break something Simon Bakner Great Master. Let's start?

Scorpio Zimmerman is in a stone circle resembling Stonehenge. You should not go inside the circle: the tail, as already mentioned, is long. Move to move in the outer circle, generously showering the enemy with rockets with a rather steep canopy and pouring machine gun fire. It is advisable not to stand on the spot, because Scorpio is also not drunk into the ground. He really likes to attack, throwing a dozen grenades or a large stone block at once. Do not discount the flying probes. They, of course, are small, but with machine guns and significantly "bite" the armor. They need to be shot down at the slightest opportunity. This is the first.

The second – if you look closely, three installations are located around the arena. Когда танк Циммермана понесет определенный урон, они заработают и почти все восстановят! So, by the time of repair, you need to be near one of the attitudes and destroy its antenna as soon as it earns. And so three times. If you fight carefully and not let Tsimmerman be repaired, he will have no chance. Even if our mechanical guard at the end of the fight will die, not a problem. You can finish the battle with "naked".

The tank is blown up! And the necromancer? And the necromancer, like Simon, does not die from the explosion. Only yells and falls underground. Of course, we follow him and continue the "Merleson ballet".

Round arena, over which the necromancer flutters. He swores in us fire balls, we answer him with the fire of the good old steel weapon, the benefit of cartridges along the walls is a little. Will take, of course, our! When the health of the necrophil is crashed, he will again bring down the floor, rightly believing that it will be more difficult to maneuver in the crossed area of ​​Simon. But not on that! There are few medicines under sarcophages, so we will live. And it is we!

And a reward for us for the labors will be a talking glove on the left hand, the title of a new necromancer (what an abomination!) and a business trip to the vampire dungeons. And it would be okay to kill them all there – no, save! Yes, in the coffin I saw them!

And still it will have to ..

Chapter 6. Mole Nora

I haven't fought for parasites yet. Damn them. And if I do not fight, then he will feel. First, we will cross to the other side of the rails. At the far end of the platform there is a button on the column, click and go through the bridge. Further locked gates and the first lesson of handling a new glove – a dark hand. To hack the gate with it, you need to accumulate rage. To accumulate rage, you need to kill, and not like, but in a special way. There are zombies in the cages of the zombies, we kill them a little, there should be enough.

Yes, this is already like a magic weapon! I don’t know where Zimmerman got so much rage to throw these balls continuously, but with our resources and this is great!

Behind the gate we are already waiting for those whom we seem to be going to save. That's good, otherwise from human weapons everything that is standing does not leave the left hand to free. And this submachine gun is just what you need. It remains to get into the head.

This magician again. Just do not get to him, you have to go around. Well, nothing, the more he is, the worse he is. We go down.

And local fighters are not a couple to the Germans. Armed well and not fools to go into close battle. But of course, they cannot compare with Simon, if there are few of them. That's glorious, go where the arrow will lead. The view opens gloomy and majestic, the structures are completely monumental, as if we are not underground.

And on the way, not only vampires come across. Dead over there roams, ghosts fly. Such frail ghosts, fire balls do not like it, and they will die well from bullets. Grinded in the dungeons. That's good. And we will pull the lever and continue to run, here on these steps.

Spacious room forced by metal boxes. It seems that demonic forces decided to change tactics, sending small, nimble and tenacious opponents against Simon instead of large and strong. She justifies herself: the battles have become more massive and tense.

By compass, right and up, there is a lever. Now back and left, along the steps to the second tier. There, in front, the hall with frozen winged beasts, and the glove advises to behave quieter. Also to me, a brilliant adviser. What is there now, do not shoot back already? Just think, a couple of winged! And Simon has a machine gun! No, no superiority in the air is observed. Now we’ll get the last and pull on the lever. And then let's see what such a blue shines there, below ..

Mechanical guard! How glad I am to see you again! Wait a minute, we will jump. Whatever the glove grows on this occasion, this is a serious argument. And we will present it!

Let's go! The doors, as usual, knocked out the rocket, then demolish the barrier. No, there is nothing to cover vampires. Even red smoke will not help. It's a pity, there is no time to roam in the tank. Just one hall with enemies, and the floor is again broken underfoot. Everything, the guard did his job.

Oh, yes there is a survivor! Hold on, boy, now I'll let you out. For some reason, it is not possible to break the castle for some reason, but the key should fall behind these boxes in the corner. Here he is! Well, soldier, we will break through?

No, let's not. Meters with a dozen, of course, we moved away from the cage, and then it turned out that the difference between a warrior and an ordinary soldier is colossal. The Englishman died, barely entering the battle. An attempt to revive his corpse also did not lead to anything good. From such a clumsy and slow ally, only one joy: his enemies will no longer revive. So we will leave him to roam the dungeons, and we will run on the compass. There are a lot of incorporated. Three ghosts are unfinished, for example, or there is an improvement for a dark hand. Now she can not only spew out the flame, but also throw poisoned darts, very practical!

But darts are darts, but we must somehow move on. Something flashed down the stairs. Wait, here is a plot without a fence. But whether to scatter and whether to seize through the abyss? I-eh!!!

There is such a thing. To deal with these spiders – and you can go down. There we are waiting for a giant and a shooter on a hill. The arrow "remove" from the rifle and rise. To the very top and left – there is interesting. New hall, everyone shoots, and we would like to rise tier and go to the corridor. Then even tier above, right to the gate with a lever. And further. You’ll go to the right – you will find a flamethrower, you will go straight – you will meet a walking tank. Well, buddy, into battle?

Into battle. The place turned out to be difficult. Behind the impassable fence from the fiery rays, the arrows settled. Dig everyone! And those who come to support them, too. Death to vampires!

That – everything? I'm afraid that everything. The fence is impassable for a person or a robot. You will have to go around it on a foot, along the edge of the platform. Now let's dive under the anti -foam fence – and mercy ask us in the arena.

Everything is clear. You have vampires, you see, national fun is this: to shake a couple of giant-stiators in the arena and loudly root for them. Great, who is new?

Simon is a champion! And now we went on the compass further. It was not that the path was straight, but not confused. First forward, then go down again.

The last thing that stops us is the divorce bridge, but the desired lever, and nothing will become in the way of a warrior-teni!

Chapter 7. Crystal hall

News, to whom news? Guess what you requested from Simon this time? Defeat the dragon! Great, but where is the white horse? I read in some book that the dragon robbers were supposed to ..

No, there will be no white horse. Instead, we select a new weapon – a vampire shotgun for the right hand – and go in search of a sanctuary.

Not bad, very well behaves a shotgun. Catch a vampire gunsmith and abandon upstairs to people. And then when such a weapon will learn how to do? But we were distracted. Here is the gate, here is a lever, here are trophy ammunition. Let's go?

Let's go! Behind the gate a large area with crystal columns. And many enemies. We are already accustomed to fighting zombies and freaks of barbed wire, but besides them there are others. In the skin of a walking tank, it has already been fighting, but against it … or rather, against them – no. Do not stand, just do not stand still! Line, jerking to the side, fire ball, still jerking to the side. Queue, kick, again, turn behind the column, reload … Is it really all? Uff, well grilled … over there on the stairs are cartridges, we take and run on.

Wow, and around the corner a cunning ghost is trying to launch a mechanical guard! So we allowed you, my lovely! A couple of queues in the belly ghost, and now Simon can activate it. Eh, now guys, we will show you how to drive! First we go to the far corner for weapons. The blade is a vampire rocket launcher – a good thing, come in handy. Well, now you can return. We are probably guarded on the way back. To fight off the vaspires wherever it went, but a trifle of barbed wire is already painful nasty. And behind the opening passage – also guys with the same blades as we just picked up. It's a pity the robot, but not eternal he should be? We walk well on foot.

Hall with a large wheel, descent down and a new battle. And the way out is on the right. First in the corridor, from it – to the open area. And again in the room, with a decoration resembling a temple. We go upstairs, higher and higher, to the railway bridge. From here they sent people to the depths. We also need to the depths, but Simon is not a victim. A couple more turns and stairs, and the platform will take him to the goal, to the temple ..

… it hurt. And it's a shame. Another in such a railway catastrophe on the tunnel smeared, and Simon was just a shame. Judge for yourself: now you need to walk on foot!

The first skirmish with flamethrowers showed all the power of the blade. The test was successful, you can continue! We leave the cave, carefully overcome the narrow bridge from which they try to push us in every possible way, and stumble … on the outpost of the Germans in this infernal wilderness. How do you guys bring here? We quickly correct the misunderstanding and turn to the left, to the sanctuary.

Oh, the number of prickly wire creatures in the meeting committee rolls over. It would be better to here half a hundred robots stood, the right word! Simon, of course, is a warrior, but half a ton of wire is just hard to cheat … but you can, damn it! The main thing is not to spend missiles. At the end of the journey, we will finally overtake the very sorcerer, and this time he can’t get away from us anywhere. And the rocket is – it is in the rocket cellar, especially if there are ten. Victory!

Chapter 8. Underground temple

Well, it could not be abandoned straight to the dragon, this is understandable. But we are already in the temple, why not look? The first thing you should look for than to open those gates. We will turn left and go down the compass. Well, what's here with us?

Oh, we have come well. CAMERK with lever and arsenal. Lepota! We feel confident and cheerful. Now you can go to the gate. They are waiting for us there.

The square was left behind. And ahead – a large room filled with bluish smoke. On the right hand, a huge crushing mechanism blocks the path. It needs to be turned off somehow, so we rush to the left very quickly. If you delay, Simon will die from an electric blow. Fortunately, to run near the nearest cabin of those services (or as it is called in vampires?). There is a switch. No, this did not stop the crush, but at least you can think. If you can’t go to the right, then you can – to the left. There is Arochka and the passage to the neighboring hall. And from it – to another one, filled with mountains of coal. There, at its distant end, there is an improvement for our glove. Now she also knows how to freeze. What the doctor prescribed! We break through to the crush and carefully plant a charge of frost in a circle highlighted by a blue. Voila. We are on the other side, and then we will have to fight again. Vampires – okay. Bulware, but nothing. And an old familiar skeleton in a wheelchair. Yes, you, my friend, no way, without electrical panel today? Wait a minute, I will tear your retinue on rags – and I will use rockets!

Well, they ran on. The stairs are down to us, in any way, specially with a carpet was lined up and at the gate of the station we worthy were met with a giant-guard, magicians and slopes. The meeting is good, we are satisfied. And here is the key. Falling out of the gatekeeper, it is necessary to save. Come in handy. It will come in handy for these radial gates. And how is it behind the gates

Good behind the gate, varied. Tounds shoot in red rays, the giants wave with clubs … Ah, let's not be ceremony. Break like that! And then – break the tank room. And there it is a stone's throw to the temple. Here he is, his steps with flamethrowers! And according to the compass, from the statue to the right, along the corridor, then through the huge hall with the filler circles – to the dragon.

The dragon was angry, but flexible. Then we will be along the way for some time, which pleases.

Chapter 9. The revenge of the dragon

Wow, well, it turns out, fly on dragons! Good, easy and damn effectively. The fiery stream is able to burn most of the opponents at a small distance, and the fire ball, although it consumes rage, destroys everyone and all well, very far. There are practically no enemies in the air – red and blue winged beasts are not only with a clumsy, but also die from one sneezer. Vampire missiles are somehow trying to stay on the surface, but they can either be ignored, flying at an inaccessible height, or spit a ball with a fire, or, by blessing, burned on a shaving flight. So all the business remains to look at the compass and knock down with spitting especially arrogant flyers. Well, almost always.

The first hitch, if I may call it, is the locked gate. Just a couple of mechanisms need to be found and spoiled. The gate is guarded? Oh, do not laugh how much that guard is there? Worse, the dragon wings were bogged down in something electric, we will have to go deep into the fortifications on foot and turn off everything yourself. Just go to the central hall and shoot energy -like. Everything is in order, you can return and continue the flight.

The Path is blocked by the energy field? Find the generators by compass and break! Another energy barrier? Forward to the fortress, we will stay infantry. There is nothing particularly complicated, and except for the generators and power fields, the warrior-teni on the top in Naga, no one in these caves can contrast anything. Unless Azazel himself? We need it!

Chapter 10. Azazel Temple

A short flight on the cave – and now he, the second most important lord of the demons – Azazel! Well, let's get down?

The first stage of the fight. I have a decisive air advantage with my. Blue and red beasts, as we could see, do not pose any danger to the father of the dragons, and the Azazel itself does not rise into the air – the “horse” is not the same. Know yourself to write out the bends, dodge the sparkled spheres hanging from the ceiling, and from the fiery balls of the Azazel itself. From time to time we go on the attack, release our ball and scurry up again. If you get close to the demon too close, you can grab the first number with something blue and unpleasant. Fury ended – we will shoot blue beasts and replenish. Received damage – shoot red. And why is this air support to the demon? If she had not, victory would be behind him. It is to blame, let the “horse” himself and crept up so that he does not suffer in vain!

The second stage of the fight. Oh, it already looks like something. The noble battle, of course, will not come out, against Simon, except for the winged demon, the creatures of barbed wire, red and blue winged beasts (now they are already by the way), slopes. There is a small even visor at the gate and a large area littered with all sorts of rubbish. It is convenient to maneuver and evade attacks on the visor, but the distance to the enemy is decent. Can be attacking from below, but the possibilities for maneuvers are reduced. Freedom of choice. The main thing is to evade the attacks of the Azazel with fire balls and volleys of darts and not too carried away by the shooting of the trifling trifles. It is important not to forget that Simon’s ammunition is not unlimited, and not allow him to go to his retinue.

Chapter 11. Dungeon

Welcome to hell, soldiers! You made tremendous efforts to get here. And how it is? Hot and dry, yes. And here are the devils. A lot of devils – fast, strong and strong creatures with a sprout to the waist. In my opinion, the most unpleasant opponents of the previously met. It only consoles that they are a small sprout and the heads are approximately at the level of shooting from the thigh.

First steps, first wave of opponents. You need to break through to a narrow bridge and climb it up and back. Very carefully rise – the devils are perfectly owned by the technique of "clash into the abyss"!

It is interesting if Mephistopheles gets up in the way and demands … But what is there – practically asks him to be left alone, this means what it means? Afraid of something? Well, if so, we still will lie, but we will achieve our! Out of harmfulness … But the request was not unfounded. Three strong giants at the same time is already a problem. Fortunately, rockets for the blade are in abundance. What, everything? Then went on. Up the path to the very cut of the uterus of fiery slopes. So, then who breeds them? She will no longer. She will not be anything else.

Cross the bridge, then along the path down to the next. Mephistopheles seemed seriously stirred, since such detachments sends. And he is damn right, since Simon copes with them!

Oh, whom we see, and even in the cage?! Didn't we spigon a sorcerer, a sorcerer? You. And now you will also have to let go. Not good, of course, but what you can't do for a great goal? The sorcerer, so be it, we will free. But to the unshakable place of the meeting will have to break through with serious battles. It seems that the troops of Mephistopheles decided to give the penultimate battle on this site. If the sorcerer does not come to the place, I don’t know what to do ..

The sorcerer came. And brought his comrades. We took off from the howling disk to a high ledge, and it became clear: only Simon will break out of the battle. The devils from the fiery gates are rolled in waves, and the three vampires with a sorcerer and a tint warrior, standing shoulder to shoulder, will not be able to do anything with this invasion. It seemed to us the most reasonable, reflecting the first wave, to give the vampires to be torn to pieces, after which, running in circles, to guess the moments of maximum accumulation of devils in one place – and spread them from a rocket launcher. If you're lucky, the devils will end quickly.

Further the path was not very long. Across the bridge behind the extinct gates, further to the temple. Go around on the right and climb up, to the teleport. And – to go to the place of the last battle under the gaze of such a familiar skull.

Chapter 12. Tower of Mephistopheles

So we got to the end station. The lord of hell is driven into a corner, and nothing but to give us the last battle, he does not remain. Unfortunately, we no longer have a dragon with us – he remained to feast on the bones of Azazel. But in front of the scene of the fight, we are waiting for a fighting golem! This is not a walking tank for you, there is a higher armor, and weapons are worse: a machine gun on the right hand and a generator of energy clots on the left. Let's start?

The battle with Mephistopheles, like the battle with Zimmerman, is divided into three stages. First, we will clash with him "in the open air". The demon’s attacks are relatively non -hazardous – powerful, but slow fire balls, which are not a problem even for a slow golem. The main threat at this stage is fiery slopes and winged beasts going into close combat, and at the same time working

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