Main hero - monk Severin, whom even in the
entrance roller with the disgrace they expel from the monastery.
Well and for the matter, it is necessary to say that they expel.
Itself absolutely unnecessarily had to store the completely
obscene (on top of that and illustrated in addition) version of the
Scriptures. If already it was necessary somewhere to store, then
although would devise the hiding-place of ponadezhney, that
whether...
Forest.
You will come to in the scaffolding, in the pine to boron, if to
already be entirely precise. But all around, as it is conducted,
beauty not described. Birds by nightingales fill, butterfly, one
to another krashe, they delight look, fly agarics will be sufficient
to whole army of nightingales, butterflies and hungry monks in
addition. Why somewhere to depart - is incomprehensible.
But it is must, so it is must. It is special in order to
go it was more easily, and to stray it began entirely already
impossibly, in bifurcation stands the indicator. Attentively you
will study by its and unhurried easy pace (peace it will wait) iditol
to the river. "river" more greatly resembles the shallowed
stream, but not we will cavil, small fishes are conducted - and it is
agreeable. High pine tree grows on the opposite bank of river,
while on the pine tree - branch. Branch, naturally, must be torn
away (well, i.e., by the right button of mouse selected hand,
harvested by it to the branch... of Dada, precisely, so).
Severin will scatter and, after jumping, it will break branch.
Now, after recalling that the locality is nevertheless unknown,
and monk our feeble and defenseless (recently acquired bludgeon it is
not considered), select on the shore, near the water, small
cobblestone. With it it is somehow calmer... Can return to the bifurcation, admire for the indicator
again and leave for the city. You, true, nevertheless will not
fall in the city, so although chat strazhnikom in winch. To
strazhniku this it was in time tax in operatic singers, but not to be
bored in the guard yes to complain by passer-by about the pruritic
back. Especially as the politely proposed by you aid it
nevertheless will reject. Well, not not very and it wanted.
Without losing the majestic expression of face, return to the
forest, to the native fly agarics. In the scaffolding of Severin already waits sociable old lady,
ready to share with exclusive prescription from the itch (what
agreement, not truth whether?). Prescription, as it is
conducted, long, to memorize it not under the force and to usual
person, what already to speak about the negligent monk. No, no,
you do not hurry to write, farsighted old lady will thoughtful supply
you with paper with the complete list of all necessary ingredients,
good not too them is much. After being armed with list, iditol to the right to the enormous
tree with the red and green listvoy. Next to it lies the
boulder, on which it is necessary to place branch (that same, obtained
in stream... i.e. in river... by so barbarous a method). After
using to the branch cobblestone, so not become the weapon of the
proletariat, you will obtain plain naked stick and many beautiful pine
needles. All this must be taken away to itself. It
remained to still tear away crust from the large tree (the "elder
itself from the rings") and it is possible to return to the forest to
the searches for remaining ingredients. With the aid of the
plain naked stick gather from the tree, near which grow the fly
agarics, a little resin (the "baked blood"). In the inventory
you will directly use bough with resin to the crust, and then that
which came out, mix with the pine needles ("tail assembly").
Ointment is ready! Only do not decide to check it on
itself! Who it knows, this old lady that it there napridumyvala.
No one indeed promised, that the diligently created mash will
prove to be safe. In order to then not return here once more,
immediately gather from the tree somewhat resin. It remained to return ointment to bedolage-strazhniku.
Mda... "did not help" - this is softly said... even is too
softly. It is not enough that the itch was extended to entire
body, so resin, which entered into the composition of ointment, still
and glued together poor devil. Well also that you did not
attempt to experiment on yourselves (indeed you they did not
attempt?)... As is known, good strazhnik - these are dead
strazhnik, and strazhnik "glued" neither corpse nor slightly that
stunned thus far, alas, it is not and into the city obstinate does not
pass. It is agreeable. Itself is guilty. He does not
want in an amicable way, it will be on- poor. After returning to
the forest, you will use bandanu to the stone and the obtained
instrument from the safe distance you will use to strazhnika.
Way is free. At the same time take away unowned fomku and
pull out nail from the fence (from its absence nevertheless no one it
will suffer). You enter into city.
City.
Town so to itself, if it is honest. However, small small
houses, likable weathercocks on the roofs, peace-loving livestock,
that strolls directly along the streets - precisely that that it is
necessary to lonely, monk, who searches for shelter. Matter of
taste, on the whole. Acquaintance with the city I propose to begin from the store.
Especially as as salesman in it works very dear person, who with
the pleasure will describe to you about this town and its inhabitants.
Including about the old man Lukas, to be introduced to whom
stands without fail. To purchase in the store you nothing will
be able, the despised metal in you indeed never it was not conducted.
Nothing it remains, except as to leave to the street, where past
you here promchitsya black rider on the Arab jumper. To what
this? No respect for elders... Go around store and leave
to the neglected house. To the left of the door, in that place,
where fell off plastering, something it sparkles. Really
"despised metal"? It is only necessary to use nail to the wall,
and you the already happy possessor of present silver coin. Now
iditol along the path for the house, where you will reveal Lukas in
the company of old jade. You will have a talk with the old man.
Having patiently listened complaints of the complete disablement
of horse and absence of rains, be sent to the left. Is there
beautiful stallion attached to the fence. Take from the rails
the rope (in the economy, as is known, everything it will prove
useful) and attempt to pull out of the tail of horse is somewhat it is
hair. This will hardly for you succeed, but attempt is not
torture. After subduing your internal sadist with the failure,
return to the store. Silver coin exactly will be sufficient to
the mask of the horse (it it lies on the shelves to the left of the
entrance). Strictly, this all, to that silver coin will be
sufficient. But now iditol to the well you will have a talk with the
beautiful girl - well as, with the beautiful girl and not to have a
talk? It will ask you soak by it to collect waters.
Difficulty in the fact that some Vandal broke off in the well
winch. Death to Vandals, who break wells! Vandals, who
break trees in river, are not considered... After leaving girl
to curse Vandals and other severe fate in the proud solitude, leave to
the pink house. After entering into it, you for some reason
immediately will prove to be in the bedroom. Female besides.
Well also, there is no mistress as yet. Then there is the
cosmetic, inconsiderately left by mistress on the utility cabinet next
to the bed. You will use cosmetic to the mask of horse and you
will obtain the mask of likable horsie. It is logical? :) Return to Lukas and you will use the received creation to the
horse. After changing clothes in the restroom into the young
filly, Severin will run out to the plowed land. Having in a
flash forgotten about its "complete disablement", horse will be
carried in the field and will begin on it to run. It is
unimportant, what in the horse was the purposes, the main thing, that
the field is nevertheless ploughed. Grateful old man promises to
carry out any your desire. By "any desire" is implied, however,
only basin of bean soup. That zh, this is better than
nothing... Having been finally assured in human greediness, iditol
to the house of blacksmith (most distant house, next to the well) you
will have a talk with the owner. Unhappy blacksmith literally
from the mind descends from idleness, it is not possible this so to
leave! Give to blacksmith fomku and you will ask to reshoe it
into the winch for the broken well. Thus far blacksmith works,
exactly can be fortified by the honestly earned bean soup. After
using winch to the well (beautiful girls they must not be sad),
collect the bucket of water and return to the cheered up miss. Now iditol to the left, to the mill. Take from the stack
the armful of hay and carry to the stallion (so that it stood next to
the house of Lukas). Thus far happy-go-lucky animal will
thoughtfully absorb hay, pull out in it of the tail is somewhat it is
hair. From the horse will not diminish, but to us let small, yes
happiness. You will use to the stick these hairsprings with
resin and will obtain beard. In the pink house of beautiful girl
take from the cabinet ribbon. At the same time and mistress do
not work by attention. It will describe to you that on other
bank of river there is small fishing settling, the bridge across the
river is destroyed (by the same Vandals, probably), but another way
she does not know.
Return to the area. Along the road, where with the only it
by purpose itself jumps white goat, select the half of unknown
artifact - unnecessarily to good to disappear. In well raise
stone and glance inward (inside the well, it understands). Yes already. Your hero does not clearly suffer special
refinement, it is not surprising that it instantly occurs on the
bottom of well. On this bottom itself, by the way, there is much
interesting. There, for example, there is heaven knows from
where the undertaken corridor, illuminated by torches. Iditol to
the right it is upstairs. Stairs, as it will prove to be,
conducts into some old dirty house. Severin will squat to the
chair and will fall asleep. Somewhat lightly to sleep in the
unknown old houses: it is there usually taken any nightmares.
After awaking from a similar nightmare, Severin from the fear
will fall down from the chair and will break wretch finally.
Select from the floor all four legs and approach the stairs.
That will prove to be broken, and to you exactly will prove
useful the stored legs from the chair. One of them can be used
instead of the missing step. With the aid of the second to open
trunk on the garret - you will use it to the trunk as the lever, jump
to the lever on top and the trunk... it will depart into the window...
in the unknown direction. Well that zh, get down now, mountain-
burglars. Take away dagger and iditol to the long-suffering
stallion. But there already had time to be based fakir with the loyal
friend of his combat - by cobra. In the inventory you will use
ribbon to the half of artifact, and the received locket - to the
snake. Take away in unarmed fakir basket, glasses and tube.
Return to the area and for the completeness of collection - to
behave like a hooligan, so to behave like a hooligan - take away in
helpless old man cane. Old man, naturally, is not gladdened to
so unceremonious treatment, but us, bad rude fellows, this does no
longer disturb, indeed truth? Therefore, without spending time
for free, iditol into the bar of Omar. Only do not forget to put
on beard and glasses, otherwise you it is from there simply flung out
for the unpardonable infancy... You will have a talk with the
tavern keeper. It ugostit you by beer and will turn your
attention to the strange fellow in the doors, who will prove to be by
seer. After powdering to you the brains, seer will disappear.
Here and believe after this to people! Thus, you will fall
asleep and you will obtain the unforgettable possibility to take
pleasure by the sequential delirious sleep of Severin. He will
see this time, as some girl it is converted into the old woman. You will come to near the stable. Iditol to the right and
attempt to take away pitchforks from the manure heap. Pitchforks
you, of course, will not reach, but you will only break finally;
therefore simply take away one of the teeth and iditol to the mill.
Near it directly on the earth it is dragged along... or this it
so lies... miller. You will have a talk with it and you will
obtain permission to visit to the mill. Dada, to the bad
hooligans, one of whom you had time to become, no permission is
necessary, but it is necessary sometimes, also, to recall about the
conscience! After visiting into the mill, rise you will upward and use one
of the remained legs of chair to the wheel. Then pull for the
lever, located to the right on the wall, and mill will earn. By
itself this is unimportant. Is important the fact that the
earned mill will throw out from its roof trunk from the neglected
house. You will use dagger to the trunk. It will be opened
(immediately thus!), and you will be able to take away the piece
of torn, but still durable rag. With this wealth iditol to the
tailor, his house to the left of the well. Return cloth and
tooth (tooth from the pitchforks - this this fashionable alternative
to usual needle) to it, leave, visit again... assume work!
Finished balloon - to your services. In the inventory you
will use rope to the basket, then add to that receiving sphere.
True, then that in you it came out, like anywhere it does not be
going to fly. To the right of mill there is hay, you will use to
it glasses, kindle bonfire and you will fill your sphere by hot air.
Well, here and they flew!
Fishing settlement.
The innate aeronaut in Severin clearly did not die. Here
it is renowned, to what to us excess victims in the game? The
bones such... gm... not very soft landing withstood (if they did not
transfer, then then by them it is must), and more anything and it is
required.
Near the swamp take frog, yes more carefully take, it is more
careful! Why so immediately by paws be sufficient- that?
Here frog queen came running. Why she pink color - no one
knows. Why she knows how to talk - also no one knows, but to use
this stands. After chatting with the frog, iditol to the left.
On the shore of river you will see fisherman, approach it and
you will have a talk. To talk with the strangers, of course,
does not stand, and here visual to volume confirmation. Old man
proved to be some to the rarity rough and malicious. Try to use
boat, although this will also nothing give. Select stick next to
the network and iditol for the house. After the house you will
reveal cave, visit inward. Unfortunately, dark there as in dozen
of chertey after the cavity, so that nothing to examine you will be
able. This, however, it is reparable. Leave outside, take
the beam of grass from the stake with the skull, you will use it to
the stick and set fire in the bonfire (precisely in the bonfire, but
not in the fire, otherwise nothing it will come out). You again
will prove to be in the cave, there it will be only sufficiently light
this time. Take away net and rusty key and return to the cabin.
By key open door and you will let out the child, whom did lock
the old fisherman (well and what still it is possible to expect from
similar zlydnya? only mockery above the minor). Unhappy
little-one is so hungry which hardly foot moves. However, it is
necessary to search for food, not to throw child in this state.
For Severin it is necessary to a little porybachit' for the
beginning. For this net must be used to the small fish, that
periodically jumps out from the water after the malicious fisherman.
Return fish to child and several times leave and visit to this
play scene. First boy will be, then sleep there on the earth
near the bonfire (yes, it is detrimental, well and to whom it is now
easy?). When it finally awakes, you will have a talk with it.
Boy advises to you to find shaman in the mountains. Iditol
to the cave try to use catapult. One person here it is clearly
small, it is necessary to turn for help to the child. Well, they
here and flew again:)
Mountains.
Near the tent you will meet girl, you will have a talk in it.
It will prove to be by the sister of that beauty itself, whom
you helped to collect waters. This young lady will prove to be
not less talkative and he will describe to you about the shaman, who
lives on the island of skull. Take mask and push up boulder in
the end of the liana. Be taken away to the boulder and scramble
on the liana (brief course of karabkan'ya on the lianas - precisely
that that it must know any contemporary monk). After being taken
away upward, you will have a talk with the spectre of old pirate.
That will tell to you about the pirate treasures in the bay and
will present silver key to the memory from the trunk. Take key
and binoculars, which hangs to the right on the liana. In the
inventory you will use magnifier to the binoculars and you will see
the horde of cannibals, who approach an island... To what this?
It is clear to nothing good. Get down downward and still
several times you will have a talk with the girl. It
samootverzhenno will lay all obligations on the rescuing of village on
you and will indicate way conversely. Iditol to the left and you
will fall into the cave, in which you took key and net. You
leave from it and iditol to the child. You will have a talk with
it. That will arrange play with the shaman mask, than to death
it will frighten evil fisherman. Oh ugh these dear detki...
Then now boat at your complete disposal. Boat to the right
of tear away reed. You sit down yourselves into the boat and
swim aboard the ship of pirates.
Pirate ship.
Aboard the pirate ship it is full of pirates, it is strange,
truth? First pirate, who was encountered on the deck, you
pobedit in the verbal duel. Now jump into the water, until not
you notes someone more pugnacious and less more talkative. In
the sea it is possible to breathe through the reed. On the
bottom open by silver key trunk, glance into it and take the second
half of artifact and the bottle of wine. In the inventory you
will connect two halves of artifact. Rise aboard the ship and
return bottle to pirate- dipsomaniac. That will jump out outside
after the "fiery water". Morals - it is not necessary to believe
to unknown monks. Now rise upward to the panels, where you will
reveal the magnifying lens. You will look to all panels and take
that, which, is located by back to you. Hang it to the hook,
torchashchiy from the mast behind the magnifying glass. But now
attention, brilliant invention of former monk Severin save village
from the cannibals! Inhabitants sob and applaud... feet, feet,
they dreamed. For the beginning direct ray toward the boats,
those will be decomposed in two (well yes, to break - not to
construct, to break was always obtained well...). Then swim to
the island of cannibals.
Island.
Will meet you well is very hospitably, approximately so in their
time in other end of the terrestial globe entirely others (others
whether?) aborigines met Cook. I.e. they will tie to the
post and will begin to decide, that with you to make: to
zazharit' immediately or to leave piece on then? Attempt to make
anything with the post. Conversation with the shaman will prove
to be very useful, indeed precisely for the encounter with it you here
and appeared. Leader soon will come running and he will require
from you the progress of several tests. That that this is the
trap - by evidently and unarmed view, therefore how be marked to for
free into the panel, shoot better at the leader. Shaman will
prompt to you, where it is precisely necessary to shoot. After the pair of the unsuccessful attempts to you succeed-
after all to free unhappy aborigines from the cruel oppression of
cannibals. In the sign of appreciation they will make the bridge
across the river. But to return to the city in pirate oblichii
does not stand (I hope, this is understandable); therefore first it is
worthwhile to descend to the swamp to the frogs and to change clothes
into the cassock, which so is dragged along near the bush. After
changing, iditol into the city. Visit into the bar of Omar.
You will have a talk with it and show artifact. Take note.
Now iditol into the neglected house you will go down downward.
There, in the tunnel you will use artifact to the stone and will
look final roller.
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