The artifact prologue прохождение. «Вокруг академии» Ворота Академии

4 Глава. «Вокруг академии»

В это главе мы будем сразу играть за 3-х персонажей, выбрать персонажа можно цифровыми клавишами: 1. Амадей, 2. Зоя, 3. Понтий. Я предпочитаю играть персонажем Зоя.

«Вокруг академии» Обзор

Просто бежим вперед до следующего чекпойнта xD.

«Вокруг академии» Туманное ущелье

На данном чекпойнте все просто, здесь мы можем пройти персонажем Зоя, Понтии и Амадеим, то есть роли кем проще пройти нету.

Доходим до ущелья, видим сухие корни держат мост, что бы его опустить, берем персонажа Зоя и из её лука и стрел выстреливаем в сухой «корень».


«Вокруг академии» Маленький пруд

На нашем пути встречаем закрытые ворота, она открывается с помощью своеобразных рычагов. Здесь используем персонажа Зоя, стреляем стрелами с крюком в один рычаг и тащим на себя и этот рычаг крепим рядом стоящему ящику, и так же со вторым. Выглядит это примерно так.


Пройдя в пещеру, мы прыгаем в воду и плывем….

«Вокруг академии» Водораздел

На этом чекпойнте с играем двумя персонажами Зоя и Амадей.

Зоей мы вытащим плот, установим на удобную позицию, а Амадеим создадим ящик и ударим по рычагу. После удара по рычагу ворота откроется, и мы проходим дальше. Выглядит примерно так.


Выбираем персонажа Зоя перепрыгиваем ловушку, и попадаем на следующий чекпоинт.

«Вокруг академии» Старая мельница

Здесь я вам предложу с играть Амадеим и Понтии.

Амадеим создаем ящик и рядом лежащий перетаскиваем, как бы мост делаем. Выглядит это так.


А с помощью Понтии рубим сухие корни рядом с «мельницей».


«Мельница» падает, запрыгиваем на её лопасти и бежим к боссу на ДРАКУ!!! Ура первый босс!

«Вокруг академии» Чудовище из мусора

Босс из «Мусора» очень интересный, что бы его победить я играл Зоей. Когда он производит удар по стене доспех на его ноге отходит и в этот момент стреляем стрелой ему в красную «точку», как показано на скриноште.

После попадания меняем персонажа на Понтия и запрыгиваем на его ручной «таран» и бъём по руке.

Меняем персонажа на Зою, и из её лука и стрел целимся в голову нашего босса.


Два точных попадания в голову и мы опять меняем персонажа на Понтии.

Босс делает два удара оставшейся рукой, перепрыгиваем его руку, тобишь избегаем его удара, и он встает в такую позицию.

Запрыгиваем Понтием и наносим последний удар, дальше он падает и разбивает стену, которую не мог разбить ручным «тараном».

«Вокруг академии» Ворота Академии

Бежим в отверстие, «произведенное» боссом и нас встречают мобы, которых мы убиваем. Мое предпочтение при таких стычках использовать Понтии. Перебиваем всех мобов.


Запрыгиваем на стенные уступы и бежим к следующему чекпойнту.


Перемещаем ящик магией Амадея. Меняем героя на Зою, стреляем из лука стрелой с крюком и запрыгиваем на «мостик».

Бежим к следующему чекпойнту.


«Вокруг академии» Настойчивый рыбак

Добегаем до монстра, который рыбачит. Здесь надо сделать, что бы он поймал рыбу. Но как мы видим, у него леска очень маленькая и крючок с поплавком не достает до воды. Здесь мы будем использовать Зою. Выстреливаем стрелой в его леску, поплавок с крючком падает в воду и Ура!! Рыба клюнула, осталось дело за малым. С помощью Зои мы один конец крюка со стрелой крепим к поплавку, а другой конец крепим к удочке. Выглядит это все так.


После пойманной рыбы, монстр уходит довольный и счастливый, а мы бежим дальше. Пробежав дом монстра на нас наподдают мобы.

С помощью Понтии мы с ними легко разбираемся.


После того как разобрались с монстрами, нас ждет 2 кольца с платформами, прыгнув на одну платформу она стремиться вниз и т.д. Я предпочел пройти это место с помощью Зои. Выглядит это так.


Пройдя эту маленькую трудность нас ожидает маленькая стычка с монстрами.


«Вокруг академии» Дождливое кладбище

На данном чекпойнте, я использовал Зою. Стреляем по засохшим веткам, которые держат платформу и с помощью крюка с стрелой мы притягиваем себе платформу и запрыгиваем на неё.


Поднявшись вверх. Крепим крюком с стрелой висящую платформу к стене. Вот такое у нас получается.


Поднявшись, видим сухие корни, их срубаем.

Updated on May 9, 2013

Slowly leaving the icy country behind, Garga Wrathbringer and his faithful troops are headed into rockier terrain - but first they have to stop a massive horde of evil evils from flooding out of the cold and onto their boot heels. Hopefully, with some help from Goblin, they"ll be able to survive the encounter.

Goblin"s Weapon is a double threat that becomes a somewhat ineffectual triple threat for short periods of time. The enemies spawn at two points in the west, one on the north end and one on the south. The northern enemies walk towards the east on a single, unswerving road; the southern enemies split up and follow two different routes before rejoining in the east. All three converge on the same spot before reaching the finish line.

As ever, the game tries to trick you into covering all three paths. In this case, it"s not necessary at all.

Though there"s still ice covering a section of the map, most of the enemies here look like they come from warmer climates. This includes the new foes that trickle into the enemy ranks partway through the level.

  • Satyr. Relatively innocuous units, Satyrs tend to slip into groups of other enemies. They"re capable of poisoning units, which can be a pain, but they"re biggest advantage is their quick healing. Fortunately, they don"t have much health.
  • Possessed Miner . Buff hammer-wielders, Possessed Miners are fairly straightforward. Hit them with magic for the best results.
  • Gastingo . Bigger, harder-hitting equivalents of Possessed Miners. Your tactics will be the exact same, they"ll just take a bit longer to work.

Goblin"s Weapon is a bit unique in that you have an NPC assisting you. A lone Goblin Engineer sits and fiddles with a gun on the end of the path, and he will attack anything that comes near him with a chainsaw. It"s more or less your goal in this map to keep him safe. He can hold his own, but generally you want to make sure enemies are dead before they reach him.

Fortunately, that"s not difficult to do. As with the previous level, melee fighters aren"t that effective in Goblin"s Weapon, nor are they really needed. Set up a few fully-upgraded mages in the barracks nearest the end of the course, on the island that splits the two primary paths. Once they can use Chain Lightning these mages will be able to hold off virtually every enemy that gets near them, assuming they have some backup from Garga. Once they"re ready, you can install more mages or some archers on the lower, smaller island to pick off enemies on the split path, which will come in really handy with the Gastingos.

Once you reach the final wave the number of enemies will increase dramatically. Fear not! Goblin will complete his weapon at this point, a massive gun which is player-controlled. It will fire anywhere you point your cursor, which, preferably, will be at the bad guys. Use this to ravage the enemies and bring the fight to a successful close. Be careful, as you can kill your own units with the gun. Once you"re done with this fight you"ll be able to rent the Steam Machine Gun for 500 gold per use from the Goblin Market, and though it won"t last as long as this one it will still be extremely handy when you"re in a bind and near extra support.

It goes without saying if you are here you are in for spoilers.

The game is fairly straightforward but as all things in life, whats easy to one, may not be to another.

I wrote this as I went through the game for the first time. Trying to document each step as I went. If you find something out of place by all means please let me know.

Chapter 1, Room 1

After the words start appearing below Emergency "Hyper-sleep protocol activated" you can slide left to open the KRYO-SAFE door.

Note: Your ability to click and drag to change your view is limited initially.
You will need to click towards the other two KRYO-SAFE before it allows you control.

Face to the right of the door. You will see the DOOR OVERRIDE box.
Click the box on the wall to zoom in.

Slide right to open.
Pull handle down.


Click the door to center view on it.
Slide each side of the door open. Click and drag.

Chapter 1, Room 2

Note: You will notice a Door Control with a locked status in the distance.
The game will not allow you to skip the steps and enter the code to proceed.

In the new room, look left and click the counter where the two boxes are.

Click the right box that has white and yellow markings.
Click the top glowing rectangle to zoom in.
Hold to scan finger print. A small compartment on top opens.

Zoom in.
Lift the two clasps on each side of the orange card to pick it up.
Take notice of the code. 5169.

Click the center of the room to move forward and face the end of the same counter.

Click on the black bar with a blue glowing beam and card scanner to its right.

Zoom into the card scanner.
Drag the orange card to the scanner and drop it in. Slide down and press 5169 Enter.

Read incoming message. Take notice of the combination 2412.
Click the return button (bottom right corner) to zoom out.

Click to the left behind the counter where you were a moment ago.
Zoom into the DATA-SAFE box.

Click the number dials to zoom in further.
Click and drag to spin the dials. Enter 2412.

Pickup the glowing disk.
Click the return button (bottom right corner) to zoom out.

Click the right box again, then click its right side.
Drag the glowing disk in and wait a second for the drawer to slide open.

Pickup the focussing lens.
Click the return button in the bottom right corner to zoom out.

Click the grey circle on the bottom of the box.
Then the rectangle handle. Click and hold to spin counter clockwise. A tray slides out.

Drag the lens into the tray.

Spin the handle clockwise to close it.

You now have retinal implant upgrade granting AR (augmented reality) ability.

Click the return button in the bottom right corner to zoom out.

Click the center of the room to move forward.
Goto the door control panel. Now you can see which buttons have been used.

Walk up to the pad and enter 349 to open the door and complete Chapter 1.

Click the return button in the bottom right corner to zoom out.

Click to the right to the computer in the back of the room.

Click the return button in the bottom right corner to zoom out.

Go back to the front of the room where you started. On the ground is a yellow glowing square.

Zoom in and use the twist wrench.
Turn clockwise.

A Power Circuit Reroute terminal rises from the floor.

Goto this terminal and zoom in.

After each square is complete it will zoom out briefly to a location in the room showing power to a new square for a terminal to rise from.

When finished click the return button to zoom out.

Turn right to get back towards the first computer.
Zoom into the yellow square on the floor that is now glowing.

Slide the panel left and it jams but with AR vision you can see the sliders. These correspond to the Terminal on the left side of the room (across from you).
Zoom out.

Another terminal slides out of the floor.

Go back to the first computer to look at the new Terminal that came from the ground.

Zoom in and pan (click and drag) to the left side.
Drag and drop the power coupling into the center empty slot.

Now you need to re-arrange the pairs to match the pattern you see on the top and bottom.

From the back of the room approach the artifact in the center.

Click to zoom into the frequency waves.
Turn the dials to make both lines match.

You will need to adjust the knobs multiple times to get them to match. Turning them to the locations in my screenshot will not result in an instant match. Tested on my 2nd playthrough.

Once you get it, turn on AR vision for the next step.
Drag the bar to match the center line.

Slide each half open like a door to complete Chapter 2.

To your right,
1st tent: has Sticky notes around computer screen.
2nd tent: The computer screen shows Insert Samples.

To your left,
3rd tent: The computer screen shows DNA Required.
4th tent: Glowing blue transparent screen. Shows DNA Frequency Analyser. ver 3.1.2

Turn right and walk up to the tent with the colorful sticky notes.

Turn on AR vision.
Notice the numbers on each colored note.

  • Starts as 1234, needs to be 3285
    Note: Yellow may be Black instead. Thanks .
  • Red to 3: 3234
  • Green to 8, turns yellow to 7: 3784
  • Purple to 5, turns red to 4: 4785
  • Red to 3: 3785
  • Yellow to 2: 3285
Pickup the focussing lens.

Goto the 4th tent, with the glowing blue transparent screen.

Click the box on the left.
Drag and drop the lens into the tray (like in Chapter 1).

Screen changes to show Encode Target DNA Sequence 1/3.

You can rotate the pieces in the bottom bar.
And you need to put the pieces in matching order on screen.


Short cutscene when you finish all 3.

Your retinal implant has been augmented to make DNA trace signatures visible.

With AR on you will notice the DNA sample (blue splotch) on the desk you are at.

Turn around, and where you started on both the tall stone pillar and the shorter one with a alien hand print you will find two more.

And back at the 2nd tent (to your left) the last one.

Updated on February 14, 2017

This is it. The ultimate showdown of ultimate destiny. Pharoh"Ahn is ready to rumble, and he"s brought more evil creatures along for the ride than you"d dare to count. Are you ready to bring down a force of sheer evil and restore peace to the land? Of course you are.

The streets upon which you must fight Pharoh"Ahn are split into three paths, all of which flow past a central island and down to the exit in the southeast corner of the map. There are barracks in several locations, but for the best chance of success you"ll want to use the island for establishing your defences.

Your foes will come in massive waves, bigger than what you"ve encountered before, and though this will net you a lot of money you"ll also have to get them set up in a hurry. You can expect to face the following new enemies on this map:

  • Molotovs . Though stylistically similar to Juggernauts, Molotovs are ranged enemies that can destroy a lot of your units in one go with their explosive projectiles. Send Garga in when one appears before it can get near your cloistered troops.
  • Jumpers . Though they"re only in one wave and they come alone, Jumpers are quite dangerous. They will teleport from place to place, and can quickly bypass your defences without taking a single hit. Archers and Garga are necessities for killing them before they can escape. Don"t bother with spells, they typically aren"t that useful. Melee units are nigh useless against Jumpers unless you know exactly where they"ll land, and even then they won"t do much.
  • Makujins . Cloaked fiends that skulk slowly along, Makujins are a horrid threat to melee fighters. If you do use sword-to-sword troops, make sure they don"t have to fight these guys.
  • Bolgyns . Flaming beasts with swords of fire, Bolgyns have a lot of health and usually serve as distractions so other enemies can slip through. Arrows are your best friends when dealing with one, as are status ailments inflicted early.
  • Banshees . Floating screamers that appear in large, slow-moving clusters. Banshees are easy to deal with if you have archers or lots of magic-users handy, which you will on this map. Garga isn"t the best choice for taking them on.

The battle has a ton of units appearing at a time, all headed in massive groups to the same spot. This is particularly true, later in the battle, of Skeletons. You"ll find out why momentarily.

Your setup for this battle should rely, as ever for the later levels, of mages, archers, and judicious use of Garga as a block at the edge of the map. Establish two archers and one mage in the middle tower on the central island, and quickly level-up the mage so it"s blasting enemies with lightning. The archers will provide ample softening-up support for the mages" targets, and will do quite nicely against the magic-protected enemies that the mages can"t kill. Spread out into the adjacent barracks once the first is fully-equipped with more of the same, particularly the mages.

Garga is particularly important in this fight because of the occasional appearances of Queens of the Spotless Mind from the west side of the map. These creatures will wreak havoc by taking control of your units, and it"s up to Garga to stop them before they can do much damage. Use area attacks to bring them, and their beefy cohorts, down as soon as they enter the map. Try not to attack them with Garga directly, as he"s very dangerous when he"s confused. If he does get hit with confusion, teleport him somewhere else - he"ll usually lose the status immediately.

Pharoh"Ahn

In the last few waves you"ll be inundated with undead, and when you reach the final phase Pharoh"Ahn will appear in the flesh with an ample horde of the things. Along with some more mundane attacks, Pharoh"Ahn will almost constantly spawn waves of Skeletons. If you"re not killing them constantly with areas attacks you"ll quickly be overwhelmed.

There are two things you should do to make short work of the evil leader:

  • Set him on fire or poison him. A Firetrap will sap Pharoh"Ahn"s health slowly but surely, and can kill Skeletons in droves. The big guy will also retain flaming status for the rest of the level, which really helps offset his regenerative powers.
  • Use the Goblin Steam Gun. Seriously, this thing can maul both Pharoh"Ahn and his innumerable cohorts, and will make your life a whole lot easier. If you"ve got a few stocked up, this is the time to use "em.

The number of undead at the end is considerable, but with enough spells going off and arrows flying you will, eventually, bring Pharoh"Ahn down for the count. Congratulations! The game is conquered!

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