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Чит-файл для Dark Heart of Uukrul, The

Dark Heart of Uukrul, The

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Digital Studios
Издатель:Broderbund Software

Даты выхода игры

вышла в 1990 г.

Solution [ENG]

Информация актуальна для
The land of Eriosthe is being threatened by the evil magician, Uukrul who was
once of the Ancient. Therty led by the brave Mara is rumoured to be
slaughtered during their mission to eliminate Uukrul. Mara is captured and
imprisoned in Chaos, the jail of Uukrul. Yourrty is chosen to infiltrate
Eriosthe and find a way to destroy Uukrul and rescue Mara. Yourrty will need
to search for clues and solve puzzles during game play.

Character Development


Fighter and ladin will gain levels much faster initially in the game as the
priest and magician will not be very powerful at low level. Fighter andladin
can wear the heaviest armor and wield the most powerful sword. At highest
level, they can do 200-300 demage points depending on the weapons used.
Paladins can lay their hand on enemy to demage them or heal your party.


Priest should try to invoke prayers as soon as possible. The priest will need
to go to temple if he thinks he is qualified for a better ring. Gaining levels
will usually rewards the priest with one or two rings. However, if the priest
will have a better chance of getting a higher ring if he is able to invoke the
prayers of the gods successfully.

The prayers to Ufthu are useful during combat. RALKOR will send an arrow to
strike the strongest opponent. KARNH will heavily injure monsters adjacent to
the priest. DROM will give strength to yourrty so that they cause more demage.
IDRIS is very demaging to all undead creatures present. THOL will make your
opponents less effective in combat.

Prayers to Drutho are useful in dungeon exploring. UMESH will attempts to
translate the script on the wall. HOYAMOQ will try to force the secret door
open, usually a few prayer is required before the door is opened. TAPU will
reduce demage done to the rty in dangerous area. BYNDU is the prayer with no
arent purpose. MORPETH will help to reduce encounters when exploring. BELAMOQ
is the most powerful door opening prayer, no secret door could withstand its
power if successfully invoked. However, it is usually not answered and cost a
great amount of virtue points.

Prayers to Gothur are for healing purposes. SIRDHE is the basic healing
prayer, it will heal a certain amount of wounds from each character. HOLNAK
will increase your fighting power. ELIS will heal completely the character
with the lowest hit points. TELIS will heal therty completely, but it is only
answered at an altar. BEYONG will remove poison and plague from therty.
Usually answered in a sanctuary.

Prayers to Fshofth is necessary under certain situation. NULAMIR will attempts
to silent the enemies. TULAR is only answered at an altar. If successfully
invoked, it will increase the rty's food by 200 units. RULASAIR is similar to
TULAR but can be cast anywhere, however the increase is only 100 units and is
more draining than TULAR. EMANUI is usually answered in a santuary, it give
growing health. KUURAOTH is only needed to wake up the dark vision from the
mirror that can tell the future of Eriosthe. LAIRIAN is needed to light the


Magician gain rings depending on their frequent usage of spells from articular
discipline. For example, if you use fire spells frequently, then you will get
the next higher ring of fire earlier than the other rings. Generally speaking,
you will gain one or two rings everytime you gain level.

The effects of the crystal spells are not given in the manual but you can
learn about them by casting CYQIEQARAQK, the tome of the Seer.

The Tome of the Seer

The great mystic Cyqie harnessed his own soul to create the spell which
destroyed him. CYQIEKUN shall draw forth flames of the hell in which he is now
imprisoned. So perish all who outreach their station.

Range: 3 by 3 radius from the caster.

Your mirror may scry visions of the future, your globe may show thest, but you
are now, and forever slave to the present.

The great mystic Cyqie created the spell of ceaseless healing. CYQIETUR shall
form a pure blue globe. Those within shall be contiually refreshed and

The halls of the greatlace, which once thronged with life, are silent now.
Adron, why did you not smite the darkness? But the beacon remains, and the
darkness shall be swallowed by its light.

One from thest shall return. One who is captive shall be freed. One who is
once of the light shall be returned to the greatest light.

QADIOS is a mighty spell. It forms around those of pure heart the womb of
infinity safety. Focus your minds on great things and no harm mayss.

The obsidian crystal survives in a solamn artifact. The hammer lies broken,
yet it shall break the darkness.

Behold the greatest of spells. MUZAQ shall call forth a black trumpet, when
the trumpet sounds, the cries of all the damned souls in hell shall burst
forth in a maelstorm of oblivion.

Effect: wipe out all enemies.

The kauri plaque is broken, the waking vision now sleeps. Areth: you will
never rule.

Behold the mirror that foretells the future. Pray that the dark tower may
crumble. Prayer that the vision can be disspelled. The dark heart of Uukrul
must be shattered, it has been foretold.

General hints

At low levels (1-6), therty will not be able to fight very well. If you find
that yourrty is taking a lots of punishment, try to let them gain higher level
before proceeding. Healing spells and prayers are important, so ensure that
you can cast/invoke them. Don't proceed further if you find that you are
having little virtue/psychic points but head straight for the nearest
sanctuary and rest. When you have reach level 10 or more, only the strongest
opponents will be able to hurt you. At this stage, much time is spent solving
puzzles rather than fighting. The maximium level possible is 15, at this
level, the magician and priest will have all their rings complete and will no
longer need to worry about combats.

When you find a key in a certain level, it will usually unlock a grate
somewhere on that level. You will not be allow to drop it before it unlock
anything. If your character carry too many keys in his bacck, he might not be
able unlock the grate even though he is carrying the correct key. If possible,
don't let any character carry too many keys. So it is advisable to store the
key in the cache in the sanctuaries after it was used.

Resting in higher levels sanctuaries will heal the rty much faster. So, always
teleport to the last sanctuary you found before resting.

Before you can invoke the prayer TULAR successfully, you will need to buy food
rations from the supply shop. Once you have learn to invoke it, rest in
sanctuary to reach full virtue points and then go to the altars to invoke it.
When travelling long distance, make sure that you have at least 2000-5000
units of food.

If you cannot find a way to open any secret door, try ALTIS, HOYAMOQ or
BELAMOQ if possible. This situation usually occurs when you need to speak a
certain word to open the door. The words needed is usually the answer to a
riddle or a ssword found somewhere.

Teleporters are only active after you have find it. If you know its name but
have never been to it, then you can't go there.

Before you can cast the spell REAAM to identify your items. Go to Sagaris and
ask him to identify it for you. If the properties of any items is unknown, a
visit to Sagaris is usually rewarding.

Searching will reveal most secret doors. However, at higher areas, you will
need to cast the spell TALIS to reveal secret doors.

SThe Sanctuaries

URTAS - Sanctuary of the Ancients

There is nothing much here, except that it give you a feel of the mapping
feature. A certainrt here is not allow to be mapped and there are some spinner
traps that spin your rty when you stepped on them. The savage wolf at that
level will gives yourrty a subtantial amount of punishment, but if you cast
SHUM regularly, you should have no problem. A vision of Mara shows up briefly
to tell you to find the frozen hearts.

URLASAR - Sanctuary of the Village

Initially, you will come across a figure in robe, if you don't want to fight
with him, offer him money. If you choose to fight with him, you will take a
great deal of demage but winning this combat will allows you to gain a lot of

This area consist of most of the places you will need to visit often
throughout the game.

The supply shop provides all the necessary items needed in the game, you can
sell items if you need money, or buy better equipments when you have the cash.
It will take sometime before you can get hold of all the goodies in the shop.
Unidentified items are usually sold at a lower price, so try to identify them
before you sell them.

Directly behind the shop is a forge for you to rir your broken weapons.
However, most wooden/magical weapon cannot be reforged. So take care of your
magical weapons.

To the east is a hospice for you to heal or cure your party. The price
requested is reasonable, soy for healing if you need a quick heal instead of
wasting food resting in the sanctuaries.

Behind the hospice is a guild for you to recuit/meet people who are eager to
join your rty. If your character happened to be killed and not resurrected,
you will be allow to choose a successor. The 3 persons presented will probably
be cotible to the dead character. When you need to choose a successor,
consider the choice carefully, you might get a higher level character or one
which is lower.

Beside the guild is the mausoleum which will resurrect your characters if they
were killed. However resurrection usually lower your characters experience
points and sometimes attributes and the amount of money requested is
proportional to the level of the deceased.

There is a teleporter BORASAL nearby, so that you can come here easily.

There is also the hall of temples where your find the temples of the four
gods. You will need to go to the individual god's temple if you want to gain a
more powerful ring from the god. The teleporter here is BORAMIS.

When you go lower, you will find the Circle of Magician. Your magician will be
able to gain better rings if he is qualified. The teleporter to here is
ALARIQ. There are messages on the walls telling you where to find the 8 frozen




Going back to the hall of temple, there is a place full of undead creatures as
indicate by a skeleton on a certain map. The battle there is tough when therty
is at low levels, and hidden inside this place is a chrome key. This key
unlocks the grate to the north of the teleportor BORASAL. Behind the grate is
a place full of poisonous gases and air. This locations are marked with a 'X'
on the map. If you step on them, your rty will receive a lot of demage. At the
point just before you step into the poisonous gases, there is a secret door to
the north. Search for it, and try to open it. Behind the door is a stone

URMOR - Sanctuary of the Deepening Night

You will have a lots of encounters in this area. However, you will be able to
gain a few levels if you fight well. You will find a few keys and unlock a few
grates. Follow the map and eventually you will find a vision of Mara. Heed
what she says. After searching for a while, you will find a old man who ask
you to do something for him. He will want the priest to go to a pool of
testing to get a black rod. Say yes to him, and he will then reveals himself
as Sagaris the Sage. He will identify items for a fee. The teleporter to here
is SAGARIS. The fee is dependent on its value, important or enchanted items
usually cost much more. However, identified items can be sold at a higher
price at the supply shop.

URLUSAM - Sanctuaries of High Vault Ceilings

The battle in this area is quite tough. Because the caverns is very long, and
therty can hardly survive till they reach the next santuaries at the eastern
side. The most dangerous opponents are the black orcs. The fighter andladin
are unable to hit them and they have a lot of hit points. The black orcs hit
are usually critical.



Search for the pool of testing on the map. You will need faith to open the
secret door leading to the pool. Only the priest can get inside the pool to
get the black rod. After getting the rod, Sagaris appears and took it, and as
a reward, he drop a wand of potency. This wand can be used to translate
inscriptions. Use it wisely as it has limited charges.

There are lots of secret doors along the caverns, most of them yield a cache
of money. Head east to find the next sanctuary.

URRAN - Sanctuaries Beyond Reason

This is a horrible place, the coss is not working properly, and thessages
twist among themselves. Therty is teleported all over the place. Follow the
map to find the room marked with 'X' all over the place. You might be
killed/injured if you step on them. Follow theths on the map to clear the
room. The teleporter MELAS is found in the room and there is a medal of escape
in a box. It will allow therty to return to this place when it is rubbed.
Everytime a new sanctuary is found, you can find a medal here, so there are a
total of 13 medals. Use them wisely, since there are places where you can
return only by the medal or starve/frozen to death. Each time the medal is
rubbed, it will be gone forever and you will need to get another one from here
if it is available.

The scrying mirror is buried with the bold defender of light, Kiriya. The
mirror can be used to see the future of your party. It will show what might
happened to yourrty at the next sanctuary. So use it everytime you have reach
a new sanctuary.

URSHAS - Santuary of the Dragon

The mirror at the northern end of the diamond foretell the future of Eriosthe.
It can be awaken by your priest, invoke the prayer KUURAOTH to do that. Take
the Areth's plague and inspect it, it contains an important clue.

At the middle of the diamond is two pits leading downwards. Thessages below
formed a crossword puzzle. There are messages on the floor and directly
opposite the message is a secret door. If you answer the right answer to the
message, the door will open.

The messages are as follows:

1. weak loud backward liar
2. within or inside itself
3. sounds like bread is being made, want some?
4. mythical monsters become tiresome
5. the infinite ethereal plane contains many small bones
6. sing out, but keep your mouth closed
7. the avenger is moved to carve two points where the dead lie
8. a keen joiny
9. the tree before and after the fire
10. conditions important when walking less than twelves inches
11. gives up a short recess to get a word in
12. covered with cold wet spikes

The correct crossword is as follows:


Behind the secret door is a set of codes consisting of squares and diamonds.
Arrange them in order, i.e. from 1 to 12. Where diamonds outnumber squares use
top symbol - converse use lower. After getting the codes, go to the southern
end of the diamond. You will find a mechanism which have 2 buttons: square and
diamond. Enter the code you have learned and you will find yourself inside a
room. Kill the ice dragon inside and get the stone heart. The chalice can be
sold for quite a high price.

UREAL - Santuary of Twisted Paths

This level is basically a setup by Uukrul to test your potentials. Pull the
chains near the grate to open the grate.

When you havessed, Uukrul will close it behind you. You are supposed to find
your way out of these twistedths. At the end of theths is three test put up by
Uukrul. Clearing any one of these tests will allow you to getst to the next
area. However, if you opt to retreat, go back to the grate. Uukrul will open
the grate if you responded correctly.

First Test:

Find four keys to open four grates to getss. By taking note of the four
fragments of maps found and then placing them on on top of each other, a
drawing is formed with some letters on it. The meaning is difficult to guess,
but on close examination, it actually means something quite simple. The
message behind it is:

Cast the spell TALIS whenever you are at a place which resemble a U. And you
will find a secret door to the key you need. Check the maps to learn their

Second Test:

A secret door lies infront of you. You need to speak a word to open it. Since
no clue is given whatsoever, the only reasonable answer is the word "WORD"
itself. So, speak it and the door is opened. This is the easiest test but can
be quite tough if you think in the wrong direction.

Third Test:

You are supposed to fight the minions of Uukrul. If you manage to clear them,
you will come to a secret door that is easily opened.

There are three fights. The first involves three organisms that like to spit
acid and poison at yourrty. They have relatively high hit points and are
difficult to be killed. The second battle consist of four trolls. They can
stretch time by their own wish so as to slow down yourrty. They are much
easier opponents cored to the organisms, but beware, they hit hard. The last
room is guarded by two fire spirits. They like to breathe fire at therty and
do a lot of demage. If your level is low, there is only a slim chance of
successfully hitting them. To defeat them is almost impossible unless you are
powerful indeed.

Don't forget about this place when you have clear it. Always return to go for
the third test. Fight here to gain experiences. When you find that you have
suffered a great deal of demage, turn back and use the other two ways to
return to the sanctuary URTEHLN. Train here until you can easily ssed the
third test. Only then you are prred for what lies ahead of you.

After ssing the test, you will find a urn in an area protected by alot of
shifting walls. Enter the combinations:

^ v ^ ^ ^ v v ^
1 2 3 4 5 6 7 8

^ - lever up
v - lever down

and walk along theths indicated on the map. You will find an urn. The dark
heart of Uukrul is hidden inside. Insert the stone hearts you have found into
it. You will need six hearts to get the dark heart. So, return here everytime
a new heart is found.

URTEHLN - Sanctuary Beneath the Pyramid

4 cards, 4 stops, 4 keys, 4 locks, 1 final door and 1 stone heart, 1 final
card before you drt.

This place consists of six levels. The number of magic card your magician
carries will determine which levels yourrty will be teleported when you step
into the elevator. And at anytime, waving the card will bring you to the

The first card is found behind a secret door at level 1. Give the card to your
magician, and then goto the next level.

Level 2 is an area of torture, beware of the black circle, it might decrease
your attributes permanently. There are 4 rooms in the four direction. Just go
to the eastern room and you will find four rooms. Press the buttons to reach
different places. Keep doing so until you have found 4 keys and 1 card. Goto
level 3 when you find the card.

The third level is easy, simply go to the 4 corners and select the unlock
function if it is not demaged. After that, activate it to reach level 4.

Those grates that are still not unlocked can be unlocked by the 4 keys you
found. Look around this place until you find 2 cards and Nalusi. Nalusi will
give you a stone heart before he die. There is a bone of cursing which can be
use in combat, wave it for it to take effect.

Give 4 cards to the magician to reach level 5. There is a secret door to the
west. Get the card.

Give 5 cards to your magician and travel to level 6. To the west is a secret
door that hide a war shield which you can give to your fighterladin.

Head east to find the next sanctuary. Along the way, you will fight some monks
and find a globe of blood. This globe can be used to see thest, but you need
to wait sometime before you can use it again. Use it regularly as it give
hints as to what is happening in thest.

URZHUT - Sanctuary of the Great Engineer

This area stretch over a large distance, so make sure you have enough rations
and are powerful enough to survive through the long journey. Don't miss out
any places in this area. There are quite a number of magical items for you to
collect. You can get an enchanted robe and a hat of thought for your magician.

Head east, eventually you will reach the control rooms. Get the key at the
northern control room to open the grate. At the turbines, Close gate A and B
but leave gate C opened. At the carriage control, enter STRIYA. Now the
carriage is ready. At the northeastern corner, cast TALIS to reveal a secret
door to a teleporter. If yourrty is weaken, you can choose to get back to
URZHUT and take the carriage to reach URQOL, otherwise you can continue the
search for the hammer.

Use the map as a guide to find the hammer. The pits are difficult, so if
possible, bring along some ropes. At the very bottom, Speak DARNUTH to open
the secret door behind Mara's vision. A daemon will be guarding the obsidian
hammer. Kill it to get the hammer.

Now teleport to 4 and head for the carriage. The reason gates A and B are
closed is because you need to walk ss the rooms, if they are opened, the rooms
will be flooded. Gate C must be open in order to supply energy for the
carriage, otherwise it won't move.

URQOL - Sanctuary Beneath the Cube

This place is in fact a cube. Picture the map as one on top of the other. And
in this way, pit are directly connected. If you drop from a trapdoor, you will
be at the place directly below. Keep this in mind when you are using the maps

The battle here is quite tough, so yourrty should be at least level 10 in
order to survive long enough. Look for the bronze key at level 4. Anyway, at
level 6, you will find a trapdoor with 3 handles, pull them in the order
2,1,3. This is to open the doors at level 5. Follow the map to level 4 to get
the stone heart. FInd your way to the grate at level 7. If you have not find
the key yet, speak the word QOLARIS to open the secret door in the room to the
east of the grate.

URQASTUR - Sanctuary of Adron's Legions

This place is a bit unstable at first. There are a number of portals that will
teleport yourrty to some places the first time you step on them. However, the
portal will be gone once it is activated. So don't be surprised when you are
teleported to an area not included in the maps provided. The maps only show
those area that are stable.

There are numerous secret doors in this region. The password used are DRASZ
and SALUNH. Speak them to open the secret doors. Travel around to gather the 4
messages in gold.

Use the teleporters to reach heart hall. When you are there, walk around the
place, there is a spot where your rty will be able to get inside. The
teleporter here is HEARTHALL. And the 4 secret doors can be opened by speaking
4 words. The words are decode as follows:

Pick the nth letter of the nth message and than put them together to form a

e.g. First inspect runes, each letter is given however taken F i r e l i g h t

answer: Firelight

Open the secret doors and fight the creatures behind it. You will need to
fight a wraith, two fire drakes and one titan before you can reach the last
door. If you are having a hard time, retreat to the teleporter and rest at any
sanctuary. Teleport here again when you are strong enough. Behind the last
door is another stone heart.

The fight with the Titan is very rewarding, about 8000 experience point per
character. Keep on fighting him until all your characters reach level 15 and
have get all the crystal rings.

UROQLAMN - Sanctuary of Adron's Palace

You will find yourrty in a hall covered with dice squares. You will find
Adron's die when you defeat the necromancers. Search for the secret door as
indicate on the map. You will find a room with some buttons for you to press.
The third button will add a diamond, the second button will light the dice
square equal to the number of diamonds. So, the sequence should be 3,2, 3,2,
3,2, 3,2, 3,2, 3,2. Make sure all the 6 dice squares are lit before you
proceed. Go back to the hall to check it out. The dice square should be
lightened up by now. Casting Adron's die when you are standing on the dice
squares will bring you to another location.

Now, walk to dice square 3 and cast the die. You will find yourself in the
next location, walk east and you will find Sagaris. Speak SAGARIS to open the
secret door and follows him. He will brief you on your mission. The teleporter
here is SURAQIS. The altar here will be able to let your priest invoke TULAR
to provide food for yourrty. The other teleporter here will bring you to a
code machine just follow the map.

Search this area for secret doors to find all the hidden messages. You will
need to find the beacon codes, beacon commands and instructions.

After that, go to the next level and visit all the 4 quadrants. Take note of
the 4 quadrant keys. There are 4 gargoyle riddles in this area. The answers
are: HAMMER, SAGARIS, PRIEST and MAGICIAN. If you answered incorrectly, you
will be sent to some other places. From what I know, there are two different
places. In the first place, you can get out by walking through the walls. In
the second place, there is no way to get out by searching or walking. Instead,
check the inventory of your magician, a strange scroll is added to his bacck.
By reading it, the rty will be able to escape from here. Behind the riddles
are four prophecies about the future of Eriosthe.

Cast Adron's die to reach the next level. There will be another 3 riddles in
this place. The first two riddles is obvious, as for the third, inspect
Areth's plague. After answering the riddles, you will find Uukrul inside.
Since you don't have the obsidian heart yet, he will disappear before you can
kill him. The fight is not difficult though. Cast MUZAQ two times and he will

Now, search Uukrul's room, you will find two secret doors, speak UUKRUL to
open it. You will find another stone heart and a code book.

By now you should have found at least 6 stone hearts already, go to the heart
urn and insert the hearts. You will then be able to get the obsidian heart of

Use Adron's die to goto the hall with 5 dice squares. Step onto the square
with 5 stars and cast the die. Follow the map and find your way to the Beacon
Arming Machine.

Beacon Arming Sequence: use code machine, enter code, command, key e.g. enter
VGAK, DIVIDE, 6 result: north quadrant 1231

Alternative Arming Sequence: use code book, translate code, then apply command
with key. e.g. using code book, V7, G3, A8, K6 therefore, 7386 DIVIDE 6 1231

Enter the arming sequence in the order north,east,south and west. The beacon
will then be armed.

After arming the beacon, go back to find Uukrul. Cast the obsidian heart in
his presence and he will be trapped in this plane forever. His soul will
always regenerate his hit points when he is critical, only the obsidian hammer
can split his soul and kill him. After killing him, you will find an ornate
key. Use the key to open the grate in his room.

His treasure room contains large amount of money and some precious items. But
you should have no need for them now, so proceed to the next sanctuary.

URXASZEL - Sanctuary Beyond the Beacon

Sagaris will give you instructions when you reach here. There is nothing in
this place, but you will need to go to CHAOS to save Mara.


At any teleporter, enter CHAOS and you will be here. A map of CHAOS is given.
In this place thessages warp around, i.e. if you head north, after sometime
you will reach the same old place. Most of the walls are one sided, i.e. you
can walk through one side of them but not both. Many spinner traps are found
here, so check your map and coss. At certain locations, your coss will not
work and you can't map. Well, there is nevertheless a good news: there is
absolutely no fighting in this place. Just puzzles solving.

So, to aid you in your quest, i have found a very simple way for you to rescue
Mara. Follow the instructions closely unless you want to do it your own way.

1. Give the 5 card of moving to your magician. When you step out of the
teleporter CHAOS. Walk to the elevator just infront of the cage where Mara is
trapped. You will be teleported to a place, head east and you will find a
teleporter there. It has button numbered 1 to 4.
2. Press 3. Walk east, east to get reach the card room. Get card. But don't
give the card to your magician yet. Go out and step into the elevator again.
Walk to teleporter.

3. Press 2. Walk north, then west to get the ornate key. Walk west, west then
face east. You will find a grate here. Open it with the key and step into it.
Read the map. Turn back and walk outside. If you cannot find the grate, you
can go to the teleporter again and press button 3, then walk east then west to
find the grate.

4. Give the 6th card to your magician. Walk into the elevator. You will can to
a place where you cannot map. You will need to touch all six latches within 18

. . R
L .
. E A
C . . . . V .
Y @ <- you will be here when you step into elevator

You might need to perform this sequence a few time. Head north until you reach
latch A. Make sure the message "mechanism restarted" is there, otherwise you
need to move around until it is so. After that, follow theth indicated: A - V
- C - L - R - E - Y. When you have done that, the cage imprisoning Mara will
be opened.

5. Now find you way back to Mara cage. Make sure you don't touch the latches
again, otherwise you will need to go back and activate them again. Walk inside
the cage and save Mara.

6. Let your magician carries only 5 cards and walk into the elevator. Walk
east to the teleporter and press 3. Walk south and you will be at the
teleporter CHAOS. You can go to any sanctuaries to save the game if you want
to repeat the ending sequence. Otherwise enter BEACON at the teleporter.


Sagaris and Mara will be waiting for you here. You will need to enter the last
verse for the prayer LAIRIAN in order to light the beacon. When the beacon is
lit, sit back and watch the end game.

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