Passage. Passage of Xenus 2 White Gold Full Passage

  • 25.04.2021

If my readers forgot, remind you that xenus is such an ancient Aztec talisman-key from the doors under the waterfall. Actually, the role of these the most doors in the plot of "boiling points" was very insignificant, but the intrigue around the six unbelled pieces turned out notable. Anyway, this talisman fulfilled its role in the first passage of the first passage.

In the "white gold" xenus, an even more minor role was assigned. He only appears in the name of the game, becoming a kind of identifying sign of the world, where the lawlessness works in the name of good and justice the former soldier of the French Foreign Legion Sol Myers. And the xenus itself will not be in the game. But there will be a lot of sun, the sea, girls and shooting.

So why start? Let's pick up suitable hydroplane and load it with several bags of a very specific humor. After that, breaking a fair amount of mesh, we will take a motor, take off and, procnis, incomplete control, carefully sprinkled by a substance from bags of some part of the atmosphere islands, called Hochms for the southern carp.

Now that this paradise, where the eternal Siesta reigns, is properly processed, we will rear in New York and in the ambulance hand invent the reason that is guaranteed to make the retired Legionnaire wake up, gather and go on a journey through the aforementioned islands.

Well, it's time to joke jokes. Save humanity is trite and even somewhat bored. Much more fun to get on guard of health of the drug addicts of a big apple. No, we will not need to track cocaine submarines, loud-tangible bases and sprinkle with defilled illegal coca plantations. Judging by the ideas of the negotiated drug business, cocaine is an exceptionally useful powder, which gives the opportunity to enjoy life for a completely divine price. But those who dared to poison this noble product by an unknown poison that killing respectable consumers should be made according to merit.

Ksenus, gentlemen! Full, unconditional and inevitable xenus to all emergences that reduce the already short, but so precious life of fans of "white gold".

Taste I do not promise, but it will be hot

Podzhanr "Role militant" still remains eclectic. In fact, the recipe is quite simple: we take a hero, I don't really know how to really anything, but sent to the responsible and dangerous task. We come up with the skills necessary (but not very) to successfully fulfill the mission. We are informing the system that will allow our hero to become less crucial, performing a bunch of diverse and not particularly logical tasks and distributing scarlet dripping points of development. We enter into the game several groups with which you can be friends or enamel, creating a certain reputation. Voila, the dish is ready.

The "boiling point" had a not too prominent character development system. However, she could not be denied in logicality. In order to shoot more precisely, it was necessary to shoot exactly, and not to translate through grandmother's road. And nothing else.

That's it for this reason, I avoid flying in the area.

In the "white gold", Irrodeli approached the question more canonically, but the logic was noticeably injured. Former professional soldier who brought a noticeable rustling in Colombia, looking for a missing daughter, now, as it turns out, no talents are noted. He shoots poorly, unable to combine the fly of the weapon with the slot of the sighting plank, cannot bear a big cargo, does not know how to use a grenade launcher and machine gun, he is unfamiliar to the sacrament of breathing delay when a sight shot. And in order to find these useful skills, he needs to earn development points. Moreover, these glasses are obtained for actions that are not at all relating to the development of a certain skill. Effectively, but illogical.

The role component of the game remains in relationships with groups, which in the game is abuse. And to interact with them, one way or another will have to, since most of the side tasks proceeds from representatives of the groupings. The player will have to be addressed independently, to which of the groups to join, and take into account that the improvement of relations with one of them will definitely affect the deterioration of relationships on the other. Here everything is logical and consistently.

Making money has become noticeably easier - the sake of side tasks contributes to this. Moreover, in the game world, a huge number of diverse useful items are scattered, which will scribe the hard life of our hero, correct his profound health and will help in armed skins.

The issue of motivation to search for tasks and money make money is the main storyline. She, of course, is extremely idle and pretty (it felt that the screenwriters were not too strained with the peripetias and unexpected turns of the plot), but there will be a lot of money from the main character. On the other hand, no one customizes Myers, so you can explore the huge aquatic spaces of the Caribbean Sea, learn to ride and fly, poke a curious nose where you please.

On a note:in the "boiling point", as you remember, even with the most unsuccessful scenarios, the hero did not die, but he fell into the hospital, talked with the doctor, paid and went to the future path. There will be no such grace here. Death is now final and irrevocable. The only thing that the unlucky player can comfort be comforted is an ulcer on the screen and loading the last save.

Sunset on the sea is something amazingly beautiful.

Algae growing out of the air is no longer algae. This is already Aeroshi.

Externally, the game world is very imposed. The color gamut of the tropics looks just wonderful. Yes, and light blur and distortion of the picture to the edges of the screen creates the impression of a wet and sunshine. However, personally in my first hours of the game had a noticeable feeling of discomfort from the angle of review the character. I do not know, less it had to do or more, but some dizziness and disorientation with sharp turns were observed. However, if the plan of the developers should see the hero's world so much, suddenly for himself in a tropical country, then the claims are removed. Special thanks I want to tell those who worked on the sunrises and sunsets of amazing beauty.

The graphics engine of the game is optimized to such an extent that you just do not notice. It is gratifying that the developers teach the previous version of the previous version of Vital Engine and made appropriate conclusions. Huge gaming spaces operate now impeccably.

No, however, without graphic bugs and flaws. Growing straight from the air algae, snakes, sometimes similar to a hissing stick, spiders stuck in the walls of the cave, the Indians running into heaven, a meager set of people constantly flashing in the game - all this does not prevent the passage of the game, but it will noticeably spoil the impression of the dided work.

Animal world of the islands, by the way, was noticeably impoverished in relation to continental Colombia. The list of unpleasant fauna surprises now consists only of snakes, predatory fish and huge spiders.

As before, the actions will unfold in a single game space without loaded locations. With the exception of the only scripting movement to another island, all the others occur in real time. For this purpose, a large number of vehicles (terrestrial, water and air) and a network of floating stations have been introduced into the game.

Game NPC, unfortunately, could not be pleased. Their behavior is not distinguished by a variety and special meaningfulness. Dialogues, despite the efforts of their authors, are most often uninteresting and not even fun. And the behavior of some individuals is bordered by madness under certain circumstances. For example, the destruction of all the gangsters surrounding their leader does not prevent him from a completely calmly sit on the couch surrounded by two girls in Bikini. Approximately the same fatalism also exhibits one of the drug trains.

Local meteorology is distinguished truly ingenious simplicity.

On a note:it comes across in the game several "Easter" seems to be a humorous nature, but it seemed to me successful only one of them - the shield "Autonomous Meteorological Forecasting System". The rest, such as stylized vasserman on a T-shirt José of a pursuit or hysterical "Neither a single break !!!" In the handset, they look very artificially and do not even cause smiles.

Voice of the game, honestly, could be better. Actually, there is no such special complaints to play sound sounds - shots surrounding noises. Ancient radiols, continuously screaming in the headquarters of the groups, glory to the Almighty, can be shot, if they start seriously poisoning life. Background music, accompanying trips, is so good that I had a boat or scooter from time to time to listen to her again. But here is the choir speech of the official during the attack of a group of drug trafficking in the destroyed house, led by the retired colonel of the US Army Clark Jefferson, caused a sharp desire to shoot them out of purely humane motivations. Yes, and later I was observed to observe such cases of group insanity, accompanied by continuous screams.



Let's bring a brief summary of the review part. Of course, huge progress in the results of the work of Deep Shadows is obvious. If you compare the "boiling point" and "white gold" as a whole, then this comparison will be entirely and completely in favor of the second game. The developers took into account the colossal number of the shortcomings of the first Colombian epic and managed to avoid all those bugs, lags and glitches, players on the forums sweat over the month. However, before the impeccable game "White Gold" is still very far. So we can get patience and wait for us when "gold" from Deep Shadow will acquire a noble yellow color, a decent crown of "best computer games".


Dignity LIMITATIONS
Fascination
8
abundance of quests, huge gaming spacessimple plot, banal ending
Graphics
7
successful "tropical" color gamutrepeating faces and interiors
Sound
7
very good musicrugging voice acting
Game world
8
freedom of action, character development system, abundance of transporttoo specific humor, atmospheres of the atmosphere
Convenience
7
unobtrusive interface, documentation of dialogsdisgusting air control, non-optimal viewing angle

Scene line of white

The plot of the plot of "white gold" occurs in the introductory video. A series of mysterious deaths in the bohemian circles of New York, as it turns out, has the same reason - Colombian Cocaine. Analyzes have shown that it contains a highly toxic adherence that kills quickly and guaranteed. This unemployed news makes drug bands firmly think about. The risk of losing such a profitable and well-established business is very large. Togo and looked, buyers are disappointed in their ability to supply clean powder that kills much slower and more pleasant, and will take the search for other suppliers.

This bush is the reason for all the factors and problems. Erythroxylum Coca.

To peacefully sleeping Salu Myers is a certain rustling of Latin American outfit, swells to a generous hassle of compliments and persuades it to take care of the investigations of the reasons for the excessive toxicity of Colombian cocaine. Of course, Sol, as it believes on the canons of the genre, refuses, arguing that he retired on peace and knows nothing. Hilarious, in turn, demonstrates not the worst understanding of the rituals of the genre and lay out the trump card - two photos with a dead man.

We are not aware of us about the dead, but here Sol, it seems to be well acquainted with him. Completely unexpectedly, he agrees to work and does not even start speech about the remuneration.

The next roller transfers us to a boat delivering Myers to one of the islands of the archipelago. Peaceful chatter with an old man leading the boat, is interrupted by aggressively tuned strangers, which have high-speed boats and even a pair of helicopters. It seems to us that "here you are not here" and offer combat baptism.

Who exactly organized the Committee on the meeting of Sola Myers, it is incomprehensible, but they prepared disgusting. Helicopters are completely unconvincing, and the boat of a good word is not worth it. Our hero, as they say, one left solves questions that have arisen, and then after the grandfather jumping from the boat, which is about to explode.

Actually, this prerequisites for the plot end, because the motives of further actions of Myers, and the forces of opposition to them are introduced into the game.

Dwarm Claper with Sniper Skills

The development of the character does not differ complexity. In the course of the game, it makes a variety of actions, each of which gives it a certain number of experience points. Accumulating, these glasses raise the character level (known to all fans of role-playing games Level-Up). Each new level gives a unit that can be spent on studying one or another ability.

On a note:in the process of developing the character, the maximum level of its health will increase slightly. Starting from legitimate one hundred units, he visited me noticeably under the tropical sun and reached the final with 120 units or so. Trifle, but nice.

Abilities

These acquired characteristics of the character in the game are called percories. Their essence is that the character when studying receives a certain undeveloped skill. For example, more precisely shoots or transfers greater weight. Part of them do not require any conditions for study, and the rest can be studied only after the basic.

Grouping abilities in the game is sufficiently stupid. The ability of the "Messenger" is incomprehensible why it was fed into the string of skills associated with accuracy, and the "cracker" - in the string of dexterity. However, it is not much difficult to understand them.

All abilities can be divided into several large groups.

Physical strength

In this group, the ability to transfer a certain weight of the inventory (initially 30 kg) is concentrated. Very useful abilities, if we consider that trophies that can be sold to merchants, there will be a lot. Yes, and the passage of the final mission will require a very significant loading by ammunition. It is advisable to explore this group completely.

Dexterity and vitality

The ability to jump above, it is longer under water, to recharge the weapon faster - in a word, everything that may be required to perform very delicate orders, which will be abundant to receive our hero. However, most of the abilities of this group give very minor advantages that will be needed in the game literally once or two. Therefore, most of the positions you will most likely do not need. Personally, I limited the "will to life."

On a note:note that "Styer" increases the speed of running, and the "sprinter" increases endurance. As far as I know, in reality the situation is exactly the opposite.

Name Demand Description
Jumper Increases the height of the jump
Stuntman Jumper Reduces damage when falling
Dodgy Reduces damage by 10%
Lovkach Dodgy Reduces weapon recharging time
Stayer Increases speed running
Sprinter Increases endurance
Marathonets Sprinter Increases endurance
Will to live Reduces damage to
Health reduction to 25%
Swimmer Increases swimming speed
Diver Increases the time of stay
under water from 30 to 45 seconds
Diver Swimmer, diver Increases the time of stay
under water up to 60 seconds
Strong organism Increases resistance to alcohol, medicines, poisons and stimulants
Botanist Reduces damage
from the bites of snakes and fish

Combat abilities

Of course, the fighter requires primarily combat skills. Some of them are really effective, and something can be safely ignored. For example, for the exact shooting of the rifle, it is enough to take a "sniper", without spending development points for an additional two seconds of breathing delay. The abilities of the "cowboy" and "arrows" are very useful, but the value of increasing the range of the pomegranates personally seems to me doubtful.

Name Demand Description
Cowboy Gives a sighting shooting
Arrows Cowboy Reduces the scatter of the bullet
Grenade Increases throw range
Machine gunner Tourist Makes it possible to use a machine gun
Grenadeometer Tourist Makes it possible to use jet grenade
Solid hand Lovkach Disappears blur when recharging
Sniper Allows you to delay your breath
When shooting for 3 seconds
Instructor Sneper Hand, Sniper Allows you to delay your breath
When shooting for 5 seconds
Feline eye Gives night vision in secretive mode
Achilles' heel In 3% of cases, entering any part of the bodies of the enemy turns out to be lethal

Social abilities

This set, as they say, an amateur. It will not give a special relief of the game, but if you do not hurry to the final, to thoroughly go through all the side tasks and build your own home on our own island, something from the list of social abilities does not prevent.

Name Demand Description
Charisma Reduces reputation deterioration by 25%
Bribemer Charisma Reduces the sum of the bribe of enemies twice
Deceiver Charisma Increases the likelihood of enemy deception
Dealer Charisma Reduces prices from sellers

Technical abilities

Considering the fact that in the game full-fully closed on the castle of boxes containing very useful things, a group of hacking skills should be in every possible way at the first opportunity. As for the "doctor", "driver" and "gunsmith", it seems to be meaningful to limit the first ability. The rest are little in demand by the game, since there are few purely transport tasks, and to improve weapons it is more convenient to use the services of NPC.

Name Demand Description
Screwdriver not Increases the chance of successful hacking locks
Burglar Screwdriver Significantly increases the chance of successful
hacking castles
Messenger Burglar Provides the maximum chance of hacking locks
Driver Reduces damage to your technology by 50%
Doctor Increases the effectiveness of drugs
Gunmaker Increases the chance of successful weapon improvement

Friends, enemies and other

Let's talk about groupings. Since the "boiling point", nothing has not changed. Still civilians are still sympathetic to the teams, and the bandits are ready to help drug addicts. CIA representatives, as before, differ in completely phenomenal stupidity, and the ideological partisan reaches such values \u200b\u200bthat it can be exported to countries with a lack of revolutionary lifting.

As it should be, initially relationships with neutral groups (except for the cretins from paralimilitares, but it is already laid in the plot). That is, we do not shoot us until we shoot. In the course of the matter, we will have to inevitably enter into relationships with those or other groups. You understand that the tasks that will give us will not benefit some other groupings. Thus, we will not have time to blink, as they will acquire devotional friends and sworn enemies.

Use of friends, frankly, a little. They will not argue porridge, brewed in distant New York, but will be limited to welcoming exclamations at the meeting. But the enemies are much more initiative and are active. Always envy you on the horizon, they will immediately open the palm tree, start to surround, catch with explosive objects and, quite likely, will even kill you.

The principle of formation of relationships is quite simple. The murder of a group member spoils relationships only with this grouping, but improves them with groups hostile to this.

On a note:in the game it is impossible to kill the NPC associated with the passage of the main storyline. When attempting to aim in such a character, the cross-trance is replaced by the banning red icon.

So let's get acquainted with the list of groups.

Ovlists

Warves are warriors. NATO weapons in assortment, jeeps and boats with machine guns, self-propelled air defense systems, combat helicopters, powerful material base. In general, as enemies, the officials are not suitable, and therefore it is necessary to quarrel with them only with extreme necessity and extremely neat. Otherwise, they will not give life to live.

The official residents are sympathetic, but the guerrillas, bandits and drug dealers do not digest them.

Drug addict

These guys are also serious, because their business does not have the jokes. Equipment and decent weapons are available, and beneficial tasks here can be broken here.

As already mentioned, drug addicts and bandits - brothers forever. Partisans, as it should be, are not mistaken, considering the exterior of the hydraulic of imperialism, and the officials and civilians are quite solidarity with the partisans, but on other reasons.

There is a tower in which there is a lot of interesting things on the island of the official. And expensive.

My army foreman would have changed in the sort. No discipline in troops.

Bandits

This stupid oral of the Caribbean Gopnikov, armed with Kalashnikov, cuts and ultrasound, was literally created in order for them to immediately quarrel. Especially since they themselves constantly run on the plush. Particularly on their tasks do not break, so you can not even get involved.

The murder of each gangster willingly applaud civilians, officials and partisans. It seems that no one loves the declacial element even in tropical countries.

Indians

The grouping is quite insignificant, and the relationship with it is little reflected on the passage of the game. However, in the course of the case there will be one key task associated with the Indians, so let's meet the Indian - do not hurt him.

The relationship of this grouping with others is completely neutral, so that a quarrel with Indians will not bring you no fame or shame.

CIA

A miserable bunch of idiots, representing American intelligence on the islands, is difficult to group a group. Before the incident on the vessel, it is necessary to contact only with a polulous resident of Weinstein, and if he really wants to communicate with three agents of the CIA, abandoned here by mistake. Well, the attitude towards you on the ship is unlikely to depend on the previous merit.

In general, what is called, grouping "for furniture". However, the drug dealers of the CIA do not like, as it should be.

Civic

Such a tattoo looks very exotic on an exotic breast.

The most, perhaps, a frequently found grouping. A quarrel with them will not give any decisively advantage, since the rest of the groupings are neutral to the peaceful residents. The civilian population of the islands willingly distribute small orders that are easy to fulfill and earn some money. There will be a couple of more voluminous tasks. There you can also get a trophy.

In the case of an unintentional damage of relationships with some groupings (anyway) there are characters with which you can communicate on the topic of recovery of mutual sympathies. They will tell where to go, with whom to talk and how much to pay, if the conflict has not come too far.

On the densely populated islands there are merchants, gunsmiths and doctors. Moreover, the gunsmiths are in some bodies of groupings. As the game passing and the accumulation of experience, the available range of guns is becoming wider. It increases both the list of available weapons and the level of packages of improvement to it.

Traders, strictly speaking, are not too needed. Is that a night type from the first island to which Sol falls can be useful. Mistakes - the goods are wagon.

The doctor, as he believes, treats from alcohol and drug addiction, and also eliminates the reduced sensitivity to anesthetic.

Transport of three elements

Most of the trips relate to movements between the islands. The islands are small, so it is possible to move on your two. In principle, to another island, it is also easy to surrender, but this will take a completely unimaginable amount.

Thus, the land technique will be clean for pleasure. Well, in those rare cases when we carry out the associated assignments.

Well, it is necessary - a nice jeep with a machine gun. Phenomenal mismanagement.

You can produce transport in two ways. The first is a law-abiding - get the key in Quest and ride, swim or fly into your pleasure. The second is a criminal one - elementary to earn it, breaking one or more bars. As it should be, there are few law-abiding situations. Therefore, we will not deny anything, especially since the owners look at the hijacking through the fingers and are not at all angry.

Actually, the range of vehicles is not so great. These are indefinite encouraged riders, greatly looking at the Soviet "victory" of the 50s, jeeps with a turret machine gun and occasionally occurring quadrocycles. Apparently, the fleet on the islands is replenished solely at the expense of the military.

With water transport a little bit. Scooters, Zodiac Rubber Boats, Fishing Barcasses with a motor, militarized boats with a turret machine gun. There is even a couple of fashionable walking boats, slightly not reaching the yacht. As practice has shown, the military boats were most practical. Having such a boat, it is absolutely not necessary to inflate the drama and depict Omaha Beach when disembarking on the enemy bank. Several circles around the island - and you can safely disembark, marauding and go to search for few survivors. But in general, all options are acceptable, if you especially do not quarrel with the local people, with the military boats and helicopters.

Forward, to new adventures on the edge of the scooter!

Well, finally, about aviation. In principle, there is no special need for it, and the abundance of air defense on the islands is somewhat oppressed. But if you prefer to fly, not swim, then find something for yourself.

With respect to the hydroplane, I can only say one thing - do not associate. Monstrously uncomfortable management and fiberglass physics of the flight makes this car extremely unpredictable in the air. The hydroplane is good only in order to quickly take the water where necessary, trying not to take off.

But the helicopter is much more efficient and more reliable. The helicopters in the game are two types - passenger and military. The first can be used for flights to those places where there will be no unpleasant surprises. The second is quite efficient until rockets ended. Airstrikes on helicopters are completely none of anything. More precisely, they are only suitable for spending ammunition. So especially do not share.

By the way, about the ammunition. Unfortunately, it is not replenished. Thus, military equipment with shot in ammunition automatically turns into civil.

In addition to the homing rockets and aircraft guns, the helicopters are equipped with a heating trap system, which are quite well distracted by the rockets of enemy air defense.

The fuel crisis on the caribbean does not smell. The abundance of floating gas stations and the low price of fuel make the life of our hero almost carefree. Moreover, the full tank of your helicopter will fill on the same gas stations, and also repaired what you sailed or flew. Here, for losers, which came here, the flood, sold at a balanced price and boat.

Weapons and armor

Such a variety of trunks, reaching at times to the absurd, as in the "boiling point" will not be. The assortment of the trunks is much more laconic, but with interest covers all the needs of Sola Myers. Revolver "Anaconda", Ultrasound Machine gun, a bolor-breaking horizontal, combat automatic shotgun remington, two world-famous assault rifles - AK-47 and M16A1, a rifle of SVD, a manual machine gun M249, a single-charged grenade launcher M79 - in my opinion, this The list will satisfy the most demanding taste.

A somewhat disappoints the lack of silent firearms, but for fans of exotic, the developers have slipped a four-flooded underwater gun, shooting almost silently, and almost the same silent crossbow. Well, of course, the good old combat knife is not forgotten.

The reactive weapon is represented by the same list as in the "boiling point" - the reactive grenade "fly" and the CRKK "Needle". Strange, of course, that in southern carpets and its surroundings are not found by AT-4 and Stinger, but here, as they say, the will of the creators.

Pomegranate in the game is two types. The first, judging by the picture in the inventory, is the classical F-1 (or its analogue of MK2A1). But if you take a grenade into your hand, a certain monster of a cylindrical shape will be discovered, absolutely not recognizable. Agrowing properties in this grenade to funny low. The radius of the lesion can be estimated at ten meters, no more. In principle, for the offensive grenade it is quite normal, but the appearance of defensive grenade can be misleading.

The second grenade - anti-transport. It comes across infrequently, and there is no special needs in it. Having tried it in the case, I with a clear conscience drove the remaining four pieces and forgot to think about these nonsense.

Ammunition, I must say, also lost some share of delusibility. The mysterious cartridges "with a shifted center of gravity" and no less mysterious "silent" were completely disappeared. True, it was not without curvage. As far as I know, under the caliber 5.56, no one has ever released discontinuous bullets. Yes, and the Soviet intermediate cartridges of the caliber of 7.62 were also not completed with such bullets. It seems that the carpentry gunsmiths are capable of miracles.

Ammunition to the overwhelming majority of rifle small arms come across three types - ordinary, armor-piercing and discontinuous. Oddly enough, I did not notice a special difference between them - both on armored and unarround goals. The crowds of the Indians in the final mission were to be easy to fly away from the discontinuous machine gun queue. And they behaved as if they were fired with peas from the tube.

For a grenade launcher, M-79 is still two types of grenades - detonating when hitting and with a three-second delay. Both those and others can be useful in different situations. But note that now the distance on which the grenade launcher shoots is much smaller (even taking into account the level of improvement of the 3rd level).

Looks like RKG-3. But does not explode at all, and the parachute does not fly off when the throw.

There are special ammunition for silent weapons (cartridges to the underwater pistol and arbalt bolts). However, the ability to acquire them appear far from immediately.

The weapon improvement system directly moved from the "boiling point". Using the packages of improvement of three levels, you can increase the rate of fire, accuracy and volume of the store. There is also a package of installation of optics on assault rifles.

In principle, it is enough to improve one loved trunk - and you can completely go with him the whole game from beginning to end. There is no need to carry out an impressive arsenal weighing three-tent kilograms and spend the fabulous amounts on the improvement packages of all this good. Moreover, weapon wear is relatively small and felt only with ten percent.

Actually, especially telling here and nothing. As in the predecessor game, there are three types of body armor. Lightweight provides 50 units of protection with a mass of 3 kg, the average gives 75 units at a weight of 7 kg, and a heavy - 100 units with a mass of 12 kg. It is easy to see that the most effective is easy, because with an equal mass of four light armor armor will give two times more protection than one heavy. The inconvenience of the lung consists only that when critical wear during a dense battle, it is necessary to look for a secluded place to change it to a new one.

The weapon, which is currently in the asset of the hero (that is, placed in a quick cell), marked with a yellow arrow in the inventory. There are also three nests under the character, which show which weapon is at the moment in the hands and the type of intertered ammunition. The third nest informs whether the armor and what is its type.

... and Turgenev eight volumes

Inventory, it falls that the hero finds in a variety of boxes, collects from the corpses, raises from the ground, gets across the quests and acquires from merchants. With weapons, ammunition, medications are understandable - without them just nowhere and nothing. However, during the gathering, you will be met by a completely homeric bunch of any rubbish, most of which even the merchant only takes a gift. Playing cards, matches, lighters, brush expander, condoms, empty bottles ... Even the enema came across. I even am afraid to imagine why she may be needed to be unsinkable Salu Myers.

Technique for every taste. Come, wander, no one will say words.

Separate hemorrhoids are tropical fruits and other, with permission to say, food. They come across a lotmogously a lot. The benefits of them are, although meager - each fruit eaten by Myers, restores his health to several units (the most effective food restores about as much as the minimum dose of anesthetic). Unlike syringes, fruits do not cause pharmacological tolerance. So it turns out that sometimes these "pure health" microhodoses have to carry a few kilograms to save the effects of drugs in the case when it becomes truly hot.

Inventory contains four bookmarks that allow at least somehow systematize the nightmare reign there. It is possible to consider the entire nightmare as a whole, to admire the selection on the weapon nightmare, to explore a different nightmare under the "Other" brand and relax the soul on the Scenaric tab.

The list of scenic items is small. Initially, it includes a powerful portable radio, in which Myers receives a variety of instructions from its mentors, a camera and a "soft wing" parachute. The latter, by the way, is very convenient in some cases, because it works automatically and manage to reveal even when jumping from the middle height break. Sometimes it is faster to get somewhere, jumping from a cliff with a parachute than wheeing or spanking on foot along the winding asphalt of the mountainous islands. When jumping from the plane or helicopter, the parachute, of course, also does not go out.

To clean the inventory from the accumulated trash, which is not worth delivering the merchant, in the lower left corner of the screen there is provided "trash can". However, the subject that fell into it does not disappear without a trace, but falls next to the land, packed in a neat wooden box. If, without going from the place, continue to throw out items, they will fall into the same box. And from the drawer, if that, they are very easy to pick up. How from any other wooden box.

Features interface

The game interface is simple enough and ascetic. In the lower left corner of the screen there are an indicator of health and endurance. Health is the degree of painting of the figure in green. Nearby for greater accuracy is the numerical importance of health. The red segment of the circle is the endurance that is spent on the sprint running with the SHIFT key.

Nearby there is an arms indicator. Here you can see the shooting mode (single or automatic), the type of selected ammunition, the number of cartridges in the store or the drum and their total number in inventory.

In the upper right corner there is a mini-card that can operate in two modes. Standard mode shows the nearest area with detail. In this mode, red labels of enemies are applied to the map, which are within the map and can be seen by the hero.

Black captain in white camouflage. Surreal selection of clothing for tropics ...

The second mode allows you to overcome more space. It is convenient for orientation relative to the coastline, relief elements and buildings. Switching modes - Tab key.

In both modes, an azimuth indicators of the objectives of the next tasks are functioning (green - plot, red - side). Below are the distances to them and the difference of heights in relation to the location of the hero.

There is a full-sized card of the gaming world. In addition to the orientation tasks, it performs another important feature. By clicking on the right mouse button, you can put one label, which will later be marked on a mini-card with a blue azimuth pointer.

Hot keys 1-9 are responsible for choosing a weapon in the appropriate inventory cell. Key 0 removes weapon from sight. If the weapon is chosen and taken in the hands, the quick throw key is activated by grenades G. This is quite convenient because it is not necessary to spend time to choose from grenades in a quick cell.

There is also a key selection key F. By pressing it, we get the opportunity to enable or turn off the flashlight (in the inventory it is missing), to miss an inconvenient time of day, provided that the hero is in a safe area, enable or disable secular mode. From here you can control the mode of a mini-card, but it is much less convenient than switching it to the key.

A little more about secure mode. When it is activated, the hero moves only a step, but all the enemies are applied to the card, even if they are out of sight. The head of the heart allows you to react on the danger in time and shoot first (if the hero can be detected, the head of the heart is expensive).

When managed by land transport, the F key allows you to turn on or off the headlights, and pressing the space turns on the manual brake. In case there is an emergency to leave the vehicle on the move there is a key E. After leaving the ground or navigation transport, it stops with a stressed engine, and a plane or a helicopter, of course, is broken. The height set and the decrease in aircraft are made by keys Q and Z, respectively.

Passage

Immediately I want to emphasize that all quests in the game are divided into two large groups. The first is the promotion of the plot, to the final rays of mysterious deaths. The second is earning money, experience and reputation. Upon receipt of a new side task, it is automatically activated and the azimuth indicator indicates the direction to the target of this task. This decision is far from always convenient, so be careful and check which task is currently selected.

The task of passing in this article is to describe the main storyline, because by the side quests in the game a great set and in one article they will not fit.

Because of the island on Strazhen ...

The end of the entrance roller gives us to understand that there is no time for inspection and the first acquaintance with a peaceful life yet. The boat, at which Old Hutino delivers Myers to the place of events, attack several boats and two helicopters. Salu nothing else remains, except to get up to the machine gun and methodically destroying unknown ill-wishers. After the last striker is destroyed, we will be treated with another video conversion - and we will be on the island.

After a short radiobeson with Jameson about the latest achievements of science and technology, we are going to listen to Old Huttino, which as a result remained without a boat and without home.

The conversation with Hutino ends with reference to some kind of dioei and indicating Kuma Hutino named José and his nickname.

On a note:i advise you to immediately engage in the abrasions of the whole people, which is nearby near the pier. From conversations, you can learn many useful information. And José should not go anywhere from us.

Tropical weather arrogant. The sun has just shone and the sea shone ...

Meeting with José will be accompanied by a small "salary" with three unknown. What they actually need, it is still unknown, but one thing is clear - they shoot these guys out of the hands badly. Having gathered trophies and finding a key from handcuffs, freeing the Jose from the prisoner of the bed back and we speak.

It turns out that these unknown persons were not interested in someone, namely Sollar Myers. And no they are unknown, and paramylitases in full size. That's it.

As it turns out, José pursuit before the subtleties knows the features of the local society, and in addition he is also a radio amateur that has a powerful station. And in gratitude for salvation, he invites Myers a special guide services. Now we have not one radiosufler, but two more. True, most of the time they climb the Ether "Flood", "Flame" and mutual jerseys, but sometimes they say the sifty things.

The location of Diego, who seems to be agreed to deliver Myers to the destination, is now known for certain. And at the same time, we learned where you can get to get at least some kindle to do not run around the island on foot.

On a note:do not decease, because there will have to run on foot. The tunnel connecting two parts of the island is littered, so that the drill on the machine will be a solid nervous. Wolf, as you know, feet feed.

Finding Diego, agree on the conditions on which he is ready to provide transport services. Old squeak charges seven thousand pesos. Even if you sell all this island to the last nail at the London Stock Exchange at Retail Prices, such a sum seems to not be gained. But Diego has an alternative proposal - to get it a black pearl. He even knows exactly where to take it. Our task is to arrive at the owner and achieve this most pearl.

Aqualangists are not a game!

The owner of the black pearl is one of three scubaers who are industrial on the island of pearls. The name of the owner of Javier. But the quarrel - there is no quay on site. But there are two other aqualangist, one of which tells us a long history, from which it follows that Javier is now in a submarine cave with an empty oxygen cylinder in an embrace. And the pearl is always with it.

First of all, you need to organize a balloon. To do this, go somewhere to the line on the horns, to the other end of the island where some grandfather-owner lives. We buy a balloon from Santa (empty, of course), taking it back, fill in air and go to save the lastonogo Javier.

Now I will have a pearl. It would be nice, black, but white will also buy.

Slow will have long and how in crossword - first horizontally, then vertically. By the way, part of the path horizontally will have to sail under water, because the paratylitares boats are patrolled.

Reaching the place of immersion, dive and with the highest possible speed go to the bottom. Finding the entrance to the underground grotto, float there. There will be one subtlety here. To accumulate to Javier to one taking, air and health accurately not enough. But under the arch of some caves there are air lenses from which you can bump a bit of life. It is easy to find them, because they are visible from the water as dark spots under the ceiling.

The cave system is pretty confused. Our task is to turn right into the second pass, sailing in two halls, and at the Far End of the third will miss Javier, who lost the hope of seeing the sun.

We give Javier Balon, come back to the shore.

On a note:with the return, you can especially not hurry, because at the bottom of the caves - shells, and in the shells - pearls. Pearls are from the word "money," and there is no money much. Is the logic clear? The main thing is not to get lost in the halls and transitions, and then remain instead of Javier.

On the shore we take congratulations, thanks and pearls.

Debt good turn deserves another

Tell me, are you already an adult gangster or still larva?

Returning to Diego, we brag a pearl, we get the instructions to get shattered to the granddaughter of the old man and give it to the pearl to her. What, as they say, the child did not master ... The granddaughter Tomno responds to a gift, thanks and wishes good luck. We return to leave this hospitable island forever. But the island, as it turns out, the hospital is so much that he does not want to let go of an expensive guest.

There is no Diego on the spot, but there is some kind of palate a spack of growth in whole and a half meters, but in a black T-shirt and sunglasses. Bandit, in general. He reports to us that Diego is sitting locked with a local pahana, since he owed money, and he does not want to give.

Want you do not want, but you need to cut out the old cheer. From the conversation with the main gopnik, it turns out that for five thousand Diego let go on all four sides.

I wonder where they are born in their heads in their heads?

As it seemed to me, it is most beneficial from an economic point of view to shoot the gangsters, pick up the key and release the grandfather to the will. But if you want, try to assemble the required amount. In any case, Juarez will be honest gangster and give the key.

The farther in the forest, the thicker partisans

Another video transmission - and we are on the island, where the well-known in the narrow circles duralya Weinstein lives. Interestingly, the CIA sent him here in insulting the whole island?

The conversation with Weinstein is exposed to the remains of nerves, but enriches us knowledge of the name and location of the informant. Somehow Eudes. We find meant Euda in the local eatery. Ba, familiar all persons! Didn't we see if Dweitch on Diego's Wharf? Well, the twin brother, only the T-shirt is different.

Meet is the agent Weinstein. I wonder who he gave him such a tie?

Hour from the hour is not easier. Now we take ten thousand pesos either a handful of precious stones. Interestingly, the local Shantrap believes that Meier has a machine for printing money?

However, it will be easier to collect the desired on this island, because here there are many employers, and you can spread somewhere where the ruble ... that is, the pose is more authentic. Anyway, the amount is collected, Eudes is animated and, squeezing from submission, leads Meers somewhere to meet with unknown Materketo. Oh, some kind of well-tidy ... not to good it.

And there is. Eudes lured Myers trap. Closed yard, six unknown in special forces and with good weapons. First of all, you surprise under the staircase, and from there, carefully peeping, shooting black figures in helmets. At one of the corpses, we find an explosive device, we destroy the door and go to the Weinstein to find out how many times he dropped his head on the ground in infancy and whether he has an idea of \u200b\u200bthe selection of an agent.

Weinstein, flashed at the ambulance hand, calls another name - Juan Pereira, real estate trader.

We are looking for a passage and suddenly quite unexpectedly find out that we have to buy Espiga de Mauter. Yes, a whole island with a beach, palm trees and other tropical influences. And just for eight thousand pesos. So cheap, we have not yet bought the islands. It remains only to get these most pesos. Well, we go to where the red arrows on the mini card indicate.

Robinson Myers.

Either the owner overestimated the purchased island, or underestimated the zeal of the architect.

Collect the proper amount, we subscribe documents and go to get acquainted with the possessions, to bring the order there and look for Judas of Augus. Choose a boat to taste - and go ahead. However, as previous events showed, a combat helicopter here is much more appropriate, because there is a concrete fence on the island.

As you probably have already guessed, the island is busy. And his inhabitants know nothing about the new owner. So you have to hand a lead notification of eviction.

After the end of the work on stripping the territory, we find Euda, talking to him, get another green mark on the map. What to do next to this insignificance, decide for yourself. You can let go, but you can shoot. No one and "Oh" will not say.

On a note: If there is a desire, with the island you can mess around for a long time. Building a house, a helicopter platform, will fly in such an amount that all other costs will seem to be trifle. But how it will look like ... Dream!

For the improvement of the island, we will have to meet with the local architect, who is part-time designer, manager and foreman. This is a miracle of nature Carlos. Carlos will introduce us to local gastarbaters, and they will leave the tropical residence to us.

Do not make a coole from the plane!

Now we need to go to the far island of Siniester de Cranio, where the next mystery is waiting for us. In the case of poisoning, as it turns out, some kind of Indian tribe is involved, completely obsessed with some local cult.

Arriving on the island, we act resolutely and quickly. Migrating a boat, having previously unfolding it to the sea. We are chosen ashore. Going to the closed gate, leading the severity where, quickly pick up a heavy slab, inserted into the removal to the left of the gate, and also quickly we retreat in the boat. The whole thing is that this stove is under some native alarm, so if you have to smoke it, the Indians will be raised with peaks and fuses and send Myers straight to a meeting with Manit.

We return to the island of Ballena, where Vinstein lives. Two collectors dwell in the same house, one of which is formed enough to read the inscription on the stone. It turns out that it is necessary to collect six figurines, which, being placed in the hands of six idols before locked gates, will make this gate will open. Well, straight Indiana Jones, to God.

By cities and weights

It is here that it is necessary to bring six figurines. And get a bunch of trouble.

You should not go to Paralimilitares to prison. This I tell you exactly as an eyewitness.

Six statuettes fate scattered very pedantically. All of them - in different groups. And for each owner will want either money or something else. If there is no desire to pay, you can select the figurines with rough strength, simply kill their owner and everyone who will be dissatisfied with it. On the other hand, quarreling with everyone in a row somehow uncomfortable, so you can approach the question creatively and decide in the process who to execute, and who to be pregnant. The only owner with whom to talk exactly will not work, is Paramylitares. Yes, it is not for the better, finance is not rubber.

Collecting the figurines, we return to the Siniester de Cranio, we carry out a simple ritual of the placement of figurines in certain idols. Heavy stone gates will decide.

There will be Indians and spiders. Spiders and the Indians. Many spiders and even more Indians. Home Danger - Arrows armed with fuses. Three from this antiques - guaranteed death. Warriors with shields are almost invulnerable to bullets. You can only kill them with an exact shot in the head or a shot of grenades.

Our task is to get through to the lever, which opens another gate. Further - the dungeons that will lead us to prison, where the CIA agent is permanently awaiting their focus. We do not have time to free the agent, because some mysterious forces intervene in the chain of events. However, the agent has time to tell us a lot of interesting things that indicate the further direction of searches.

Passenger unwitting

We come to yourself inspect. As it turns out, we are locked in the cabin of the container friendship. The task is to get out of it, and preferably alive and healthy. For this purpose, we are graciously left all our gear. But not here, but in the next cabin, in the bedside table. By collecting your property, we are systematically destroying the ship's team, we collect the keys from the door, make your way to the boat, we descend it into the water, we remove it away from this loose place.

Note that opponents in body armor, shoot as much as possible in the head. Grenades do not interfere.

With something, this episode reminded me of "Good luck-2 soldier." Which is "double spiral."

Last mily

The final goal of our investigation is defined. But go there without proper preparation is too early. First you need to purchase more cartridges and armor sets, improve the selected weapons to the maximum. Do not forget about medicines.

Now you can go on the road. But no helicopters or hydroplanes. Any aviation in the zone of the Indian Island inevitably suffers disaster. So any of the plasserms is your choice.

That's the path passed to the last point. It remains to start the rise of the zigkurat.

Returning to the island, we begin to promote along the chain of stairs, destroyed temples and zigkurats. Two tactics are possible here: either a careful shooting of all enemies, which can be detected, or rapid mining from one shelter to another with their instigant instigation. Particularly dangerous open spare spaces that will be enough. It can not be lingering for a second.

On a note:in the unapty game it is possible to freeze when loading the final video. I could not get around this problem without a patch

That's it. We looked at the final roller. It seems that all villains are punished, all the riddles are disclosed, all debts are paid in full. However, somehow he sad on the soul of our hero, which left the mountains of bronvice corpses in the vague bandages. In the depths of the soul, he probably understands that dark, scored and ignorant Indians are just a tool in the hands of those who have not suffered punishment. Those who manipulate the world on the principle of "divide and conquer". Those who willingly sear the death of others, skillfully covering themselves.



Playing play. And we can wait for the next adventures of Sola Myers if his creators did not cool to solar Columbia. That is, sorry, Auchumbia.

Good luck to you, friends, and many good games. Be happy with the slightest feature.

If my readers forgot, remind you that xenus is such an ancient Aztec talisman-key from the doors under the waterfall. Actually, the role of these the most doors in the plot of "boiling points" was very insignificant, but the intrigue around the six unbelled pieces turned out notable. Anyway, this talisman fulfilled its role in the first passage of the first passage.

In the "white gold" xenus, an even more minor role was assigned. He only appears in the name of the game, becoming a kind of identifying sign of the world, where the lawlessness works in the name of good and justice the former soldier of the French Foreign Legion Sol Myers. And the xenus itself will not be in the game. But there will be a lot of sun, the sea, girls and shooting.

So why start? Let's pick up suitable hydroplane and load it with several bags of a very specific humor. After that, breaking a fair amount of mesh, we will take a motor, take off and, procnis, incomplete control, carefully sprinkled by a substance from bags of some part of the atmosphere islands, called Hochms for the southern carp.

Now that this paradise, where the eternal Siesta reigns, is properly processed, we will rear in New York and in the ambulance hand invent the reason that is guaranteed to make the retired Legionnaire wake up, gather and go on a journey through the aforementioned islands.

Well, it's time to joke jokes. Save humanity is trite and even somewhat bored. Much more fun to get on guard of health of the drug addicts of a big apple. No, we will not need to track cocaine submarines, loud-tangible bases and sprinkle with defilled illegal coca plantations. Judging by the ideas of the negotiated drug business, cocaine is an exceptionally useful powder, which gives the opportunity to enjoy life for a completely divine price. But those who dared to poison this noble product by an unknown poison that killing respectable consumers should be made according to merit.

Ksenus, gentlemen! Full, unconditional and inevitable xenus to all emergences that reduce the already short, but so precious life of fans of "white gold".

Taste I do not promise, but it will be hot

Podzhanr "Role militant" still remains eclectic. In fact, the recipe is quite simple: we take a hero, I don't really know how to really anything, but sent to the responsible and dangerous task. We come up with the skills necessary (but not very) to successfully fulfill the mission. We are informing the system that will allow our hero to become less crucial, performing a bunch of diverse and not particularly logical tasks and distributing scarlet dripping points of development. We enter into the game several groups with which you can be friends or enamel, creating a certain reputation. Voila, the dish is ready.

The "boiling point" had a not too prominent character development system. However, she could not be denied in logicality. In order to shoot more precisely, it was necessary to shoot exactly, and not to translate through grandmother's road. And nothing else.

In the "white gold", Irrodeli approached the question more canonically, but the logic was noticeably injured. Former professional soldier who brought a noticeable rustling in Colombia, looking for a missing daughter, now, as it turns out, no talents are noted. He shoots poorly, unable to combine the fly of the weapon with the slot of the sighting plank, cannot bear a big cargo, does not know how to use a grenade launcher and machine gun, he is unfamiliar to the sacrament of breathing delay when a sight shot. And in order to find these useful skills, he needs to earn development points. Moreover, these glasses are obtained for actions that are not at all relating to the development of a certain skill. Effectively, but illogical.

The role component of the game remains in relationships with groups, which in the game is abuse. And to interact with them, one way or another will have to, since most of the side tasks proceeds from representatives of the groupings. The player will have to be addressed independently, to which of the groups to join, and take into account that the improvement of relations with one of them will definitely affect the deterioration of relationships on the other. Here everything is logical and consistently.

Making money has become noticeably easier - the sake of side tasks contributes to this. Moreover, in the game world, a huge number of diverse useful items are scattered, which will scribe the hard life of our hero, correct his profound health and will help in armed skins.

The issue of motivation to search for tasks and money make money is the main storyline. She, of course, is extremely idle and pretty (it felt that the screenwriters were not too strained with the peripetias and unexpected turns of the plot), but there will be a lot of money from the main character. On the other hand, no one customizes Myers, so you can explore the huge aquatic spaces of the Caribbean Sea, learn to ride and fly, poke a curious nose where you please.

On a note: In the "boiling point", as you remember, even with the most unsuccessful scenarios, the hero did not die, but he fell into the hospital, talked with the doctor, paid and went to the future path. There will be no such grace here. Death is now final and irrevocable. The only thing that the unlucky player can comfort be comforted is an ulcer on the screen and loading the last save.

Externally, the game world is very imposed. The color gamut of the tropics looks just wonderful. Yes, and light blur and distortion of the picture to the edges of the screen creates the impression of a wet and sunshine. However, personally in my first hours of the game had a noticeable feeling of discomfort from the angle of review the character. I do not know, less it had to do or more, but some dizziness and disorientation with sharp turns were observed. However, if the plan of the developers should see the hero's world so much, suddenly for himself in a tropical country, then the claims are removed. Special thanks I want to tell those who worked on the sunrises and sunsets of amazing beauty.

The graphics engine of the game is optimized to such an extent that you just do not notice. It is gratifying that the developers teach the previous version of the previous version of Vital Engine and made appropriate conclusions. Huge gaming spaces operate now impeccably.

No, however, without graphic bugs and flaws. Growing straight from the air algae, snakes, sometimes similar to a hissing stick, spiders stuck in the walls of the cave, the Indians running into heaven, a meager set of people constantly flashing in the game - all this does not prevent the passage of the game, but it will noticeably spoil the impression of the dided work.

Animal world of the islands, by the way, was noticeably impoverished in relation to continental Colombia. The list of unpleasant fauna surprises now consists only of snakes, predatory fish and huge spiders.

As before, the actions will unfold in a single game space without loaded locations. With the exception of the only scripting movement to another island, all the others occur in real time. For this purpose, a large number of vehicles (terrestrial, water and air) and a network of floating stations have been introduced into the game.

Game NPC, unfortunately, could not be pleased. Their behavior is not distinguished by a variety and special meaningfulness. Dialogues, despite the efforts of their authors, are most often uninteresting and not even fun. And the behavior of some individuals is bordered by madness under certain circumstances. For example, the destruction of all the gangsters surrounding their leader does not prevent him from a completely calmly sit on the couch surrounded by two girls in Bikini. Approximately the same fatalism also exhibits one of the drug trains.

On a note: It comes across in the game several "Easter" seems to be a humorous nature, but it seemed to me successful only one of them - the shield "Autonomous Meteorological Forecasting System". The rest, such as stylized vasserman on a T-shirt José of a pursuit or hysterical "Neither a single break !!!" In the handset, they look very artificially and do not even cause smiles.

Voice of the game, honestly, could be better. Actually, there is no such special complaints to play sound sounds - shots surrounding noises. Ancient radiols, continuously screaming in the headquarters of the groups, glory to the Almighty, can be shot, if they start seriously poisoning life. Background music, accompanying trips, is so good that I had a boat or scooter from time to time to listen to her again. But here is the choir speech of the official during the attack of a group of drug trafficking in the destroyed house, led by the retired colonel of the US Army Clark Jefferson, caused a sharp desire to shoot them out of purely humane motivations. Yes, and later I was observed to observe such cases of group insanity, accompanied by continuous screams.

Let's bring a brief summary of the review part. Of course, huge progress in the results of the work of Deep Shadows is obvious. If you compare the "boiling point" and "white gold" as a whole, then this comparison will be entirely and completely in favor of the second game. The developers took into account the colossal number of the shortcomings of the first Colombian epic and managed to avoid all those bugs, lags and glitches, players on the forums sweat over the month. However, before the impeccable game "White Gold" is still very far. So we can get patience and wait for us when "gold" from Deep Shadow will acquire a noble yellow color, a decent crown of "best computer games".

Scene line of white

The plot of the plot of "white gold" occurs in the introductory video. A series of mysterious deaths in the bohemian circles of New York, as it turns out, has the same reason - Colombian Cocaine. Analyzes have shown that it contains a highly toxic adherence that kills quickly and guaranteed. This unemployed news makes drug bands firmly think about. The risk of losing such a profitable and well-established business is very large. Togo and looked, buyers are disappointed in their ability to supply clean powder that kills much slower and more pleasant, and will take the search for other suppliers.

To peacefully sleeping Salu Myers is a certain rustling of Latin American outfit, swells to a generous hassle of compliments and persuades it to take care of the investigations of the reasons for the excessive toxicity of Colombian cocaine. Of course, Sol, as it believes on the canons of the genre, refuses, arguing that he retired on peace and knows nothing. Hilarious, in turn, demonstrates not the worst understanding of the rituals of the genre and lay out the trump card - two photos with a dead man.

We are not aware of us about the dead, but here Sol, it seems to be well acquainted with him. Completely unexpectedly, he agrees to work and does not even start speech about the remuneration.

The next roller transfers us to a boat delivering Myers to one of the islands of the archipelago. Peaceful chatter with an old man leading the boat, is interrupted by aggressively tuned strangers, which have high-speed boats and even a pair of helicopters. It seems to us that "here you are not here" and offer combat baptism.

Who exactly organized the Committee on the meeting of Sola Myers, it is incomprehensible, but they prepared disgusting. Helicopters are completely unconvincing, and the boat of a good word is not worth it. Our hero, as they say, one left solves the questions that have arisen, and then after the grandfather jumping from the boat, which is about to threaten to explode.

Actually, this prerequisites for the plot end, because the motives of further actions of Myers, and the forces of opposition to them are introduced into the game.

Dwarm Claper with Sniper Skills

The development of the character does not differ complexity. In the course of the game, it makes a variety of actions, each of which gives it a certain number of experience points. Accumulating, these glasses raise the character level (known to all fans of role-playing games Level-Up). Each new level gives a unit that can be spent on studying one or another ability.

On a note: In the process of developing the character, the maximum level of its health will increase slightly. Starting from legitimate one hundred units, he visited me noticeably under the tropical sun and reached the final with 120 units or so. Trifle, but nice.

Abilities

These acquired characteristics of the character in the game are called percories. Their essence is that the character when studying receives a certain undeveloped skill. For example, more precisely shoots or transfers greater weight. Part of them do not require any conditions for study, and the rest can be studied only after the basic.

Grouping abilities in the game is sufficiently stupid. The ability of the "Messenger" is incomprehensible why it was fed into the string of skills associated with accuracy, and the "cracker" - in the string of dexterity. However, it is not much difficult to understand them.

All abilities can be divided into several large groups.

Physical strength

In this group, the ability to transfer a certain weight of the inventory (initially 30 kg) is concentrated. Very useful abilities, if we consider that trophies that can be sold to merchants, there will be a lot. Yes, and the passage of the final mission will require a very significant loading by ammunition. It is advisable to explore this group completely.

Dexterity and vitality

The ability to jump above, it is longer under water, to recharge the weapon faster - in a word, everything that may be required to perform very delicate orders, which will be abundant to receive our hero. However, most of the abilities of this group give very minor advantages that will be needed in the game literally once or two. Therefore, most of the positions you will most likely do not need. Personally, I limited the "will to life."

On a note: Note that "Styer" increases the speed of running, and the "sprinter" increases endurance. As far as I know, in reality the situation is exactly the opposite.

table 2
Name Demand Description
Jumper - Increases the height of the jump
Stuntman Jumper Reduces damage when falling
Dodgy - Reduces damage by 10%
Lovkach Dodgy Reduces weapon recharging time
Stayer - Increases speed running
Sprinter - Increases endurance
Marathonets Sprinter Increases endurance
Will to live - Reduces damage to reduce health up to 25%
Swimmer - Increases swimming speed
Diver - Increases the time of location under water from 30 to 45 seconds
Diver Swimmer, diver Increases the time of location under water up to 60 seconds
Strong organism - Increases resistance to alcohol, medicines, poisons and stimulants
Botanist - Reduces damage from snake bites and fish

Combat abilities

Of course, the fighter requires primarily combat skills. Some of them are really effective, and something can be safely ignored. For example, for the exact shooting of the rifle, it is enough to take a "sniper", without spending development points for an additional two seconds of breathing delay. The abilities of the "cowboy" and "arrows" are very useful, but the value of increasing the range of the pomegranates personally seems to me doubtful.

Table 3.
Name Demand Description
Cowboy - Gives a sighting shooting
Arrows Cowboy Reduces the scatter of the bullet
Grenade - Increases throw range
Machine gunner Tourist Makes it possible to use a machine gun
Grenadeometer Tourist Makes it possible to use jet grenade
Solid hand Lovkach Disappears blur when recharging
Sniper - Allows you to hold your breath when shooting for 3 seconds
Instructor Sneper Hand, Sniper Allows you to hold your breath when shooting for 5 seconds
Feline eye - Gives night vision in secretive mode
Achilles' heel - In 3% of cases, entering any part of the bodies of the enemy turns out to be lethal

Social abilities

This set, as they say, an amateur. It will not give a special relief of the game, but if you do not hurry to the final, to thoroughly go through all the side tasks and build your own home on our own island, something from the list of social abilities does not prevent.

Technical abilities

Considering the fact that in the game full-fully closed on the castle of boxes containing very useful things, a group of hacking skills should be in every possible way at the first opportunity. As for the "doctor", "driver" and "gunsmith", it seems to be meaningful to limit the first ability. The rest are little in demand by the game, since there are few purely transport tasks, and to improve weapons it is more convenient to use the services of NPC.

Friends, enemies and other

Let's talk about groupings. Since the "boiling point", nothing has not changed. Still civilians are still sympathetic to the teams, and the bandits are ready to help drug addicts. CIA representatives, as before, differ in completely phenomenal stupidity, and the ideological partisan reaches such values \u200b\u200bthat it can be exported to countries with a lack of revolutionary lifting.

As it should be, initially relationships with neutral groups (except for the cretins from paralimilitares, but it is already laid in the plot). That is, we do not shoot us until we shoot. In the course of the matter, we will have to inevitably enter into relationships with those or other groups. You understand that the tasks that will give us will not benefit some other groupings. Thus, we will not have time to blink, as they will acquire devotional friends and sworn enemies.

Use of friends, frankly, a little. They will not argue porridge, brewed in distant New York, but will be limited to welcoming exclamations at the meeting. But the enemies are much more initiative and are active. Always envy you on the horizon, they will immediately open the palm tree, start to surround, catch with explosive objects and, quite likely, will even kill you.

The principle of formation of relationships is quite simple. The murder of a group member spoils relationships only with this grouping, but improves them with groups hostile to this.

On a note: In the game it is impossible to kill the NPC associated with the passage of the main storyline. When attempting to aim in such a character, the cross-trance is replaced by the banning red icon.

So let's get acquainted with the list of groups.

Ovlists

Warves are warriors. NATO weapons in assortment, jeeps and boats with machine guns, self-propelled air defense systems, combat helicopters, powerful material base. In general, as enemies, the officials are not suitable, and therefore it is necessary to quarrel with them only with extreme necessity and extremely neat. Otherwise, they will not give life to live.

The official residents are sympathetic, but the guerrillas, bandits and drug dealers do not digest them.

Drug addict

These guys are also serious, because their business does not have the jokes. Equipment and decent weapons are available, and beneficial tasks here can be broken here.

As already mentioned, drug addicts and bandits - brothers forever. Partisans, as it should be, are not mistaken, considering the exterior of the hydraulic of imperialism, and the officials and civilians are quite solidarity with the partisans, but on other reasons.

Bandits

This stupid oral of the Caribbean Gopnikov, armed with Kalashnikov, cuts and ultrasound, was literally created in order for them to immediately quarrel. Especially since they themselves constantly run on the plush. Particularly on their tasks do not break, so you can not even get involved.

The murder of each gangster willingly applaud civilians, officials and partisans. It seems that no one loves the declacial element even in tropical countries.

Indians

The grouping is quite insignificant, and the relationship with it is little reflected on the passage of the game. However, in the course of the case there will be one key task associated with the Indians, so let's meet the Indian - do not hurt him.

The relationship of this grouping with others is completely neutral, so that a quarrel with Indians will not bring you no fame or shame.

CIA

A miserable bunch of idiots, representing American intelligence on the islands, is difficult to group a group. Before the incident on the vessel, it is necessary to contact only with a polulous resident of Weinstein, and if he really wants to communicate with three agents of the CIA, abandoned here by mistake. Well, the attitude towards you on the ship is unlikely to depend on the previous merit.

In general, what is called, grouping "for furniture". However, the drug dealers of the CIA do not like, as it should be.

Civic

The most, perhaps, a frequently found grouping. A quarrel with them will not give any decisively advantage, since the rest of the groupings are neutral to the peaceful residents. The civilian population of the islands willingly distribute small orders that are easy to fulfill and earn some money. There will be a couple of more voluminous tasks. There you can also get a trophy.

In the case of an unintentional damage of relationships with some groupings (anyway) there are characters with which you can communicate on the topic of recovery of mutual sympathies. They will tell where to go, with whom to talk and how much to pay, if the conflict has not come too far.

On the densely populated islands there are merchants, gunsmiths and doctors. Moreover, the gunsmiths are in some bodies of groupings. As the game passing and the accumulation of experience, the available range of guns is becoming wider. It increases both the list of available weapons and the level of packages of improvement to it.

Traders, strictly speaking, are not too needed. Is that a night type from the first island to which Sol falls can be useful. Mistakes - the goods are wagon.

The doctor, as he believes, treats from alcohol and drug addiction, and also eliminates the reduced sensitivity to anesthetic.

Transport of three elements

Most of the trips relate to movements between the islands. The islands are small, so it is possible to move on your two. In principle, to another island, it is also easy to surrender, but this will take a completely unimaginable amount.

Thus, the land technique will be clean for pleasure. Well, in those rare cases when we carry out the associated assignments.

You can produce transport in two ways. The first is a law-abiding - get the key in Quest and ride, swim or fly to your pleasure. The second is a criminal one - elementary to earn it, breaking one or more bars. As it should be, there are few law-abiding situations. Therefore, we will not deny anything, especially since the owners look at the hijacking through the fingers and are not at all angry.

Actually, the range of vehicles is not so great. These are indefinite encouraged riders, greatly looking at the Soviet "victory" of the 50s, jeeps with a turret machine gun and occasionally occurring quadrocycles. Apparently, the fleet on the islands is replenished solely at the expense of the military.

With water transport a little bit. Scooters, Zodiac Rubber Boats, Fishing Barcasses with a motor, militarized boats with a turret machine gun. There is even a couple of fashionable walking boats, slightly not reaching the yacht. As practice has shown, the military boats were most practical. Having such a boat, it is absolutely not necessary to inflate the drama and depict Omaha Beach when disembarking on the enemy bank. Several circles around the island - and you can safely disembark, marauding and go to search for few survivors. But in general, all options are acceptable, if you especially do not quarrel with the local people, with the military boats and helicopters.

Well, finally, about aviation. In principle, there is no special need for it, and the abundance of air defense on the islands is somewhat oppressed. But if you prefer to fly, not swim, then find something for yourself.

With respect to the hydroplane, I can only say one thing - do not associate. Monstrously uncomfortable management and fiberglass physics of the flight makes this car extremely unpredictable in the air. The hydroplane is good only in order to quickly take the water where necessary, trying not to take off.

But the helicopter is much more efficient and more reliable. The helicopters in the game are two types - passenger and military. The first can be used for flights to those places where there will be no unpleasant surprises. The second is quite efficient until rockets ended. Airstrikes on helicopters are completely none of anything. More precisely, they are only suitable for spending ammunition. So especially do not share.

By the way, about the ammunition. Unfortunately, it is not replenished. Thus, military equipment with shot in ammunition automatically turns into civil.

In addition to the homing rockets and aircraft guns, the helicopters are equipped with a heating trap system, which are quite well distracted by the rockets of enemy air defense.

The fuel crisis on the caribbean does not smell. The abundance of floating gas stations and the low price of fuel make the life of our hero almost carefree. Moreover, the full tank of your helicopter will fill on the same gas stations, and also repaired what you sailed or flew. Here, for losers, which came here, the flood, sold at a balanced price and boat.

Weapons and armor

Such a variety of trunks, reaching at times to the absurd, as in the "boiling point" will not be. The assortment of the trunks is much more laconic, but with interest covers all the needs of Sola Myers. Revolver "Anaconda", Ultrasound Machine gun, a bolor-breaking horizontal, combat automatic shotgun remington, two world-famous assault rifles - AK-47 and M16A1, a rifle of SVD, a manual machine gun M249, a single-charged grenade launcher M79 - in my opinion, this The list will satisfy the most demanding taste.

A somewhat disappoints the lack of silent firearms, but for fans of exotic, the developers have slipped a four-flooded underwater gun, shooting almost silently, and almost the same silent crossbow. Well, of course, the good old combat knife is not forgotten.

The reactive weapon is represented by the same list as in the "boiling point" - the reactive grenade "fly" and the CRKK "Needle". Strange, of course, that in southern carpets and its surroundings are not found by AT-4 and Stinger, but here, as they say, the will of the creators.

Pomegranate in the game is two types. The first, judging by the picture in the inventory, is the classical F-1 (or its analogue of MK2A1). But if you take a grenade into your hand, a certain monster of a cylindrical shape will be discovered, absolutely not recognizable. Agrowing properties in this grenade to funny low. The radius of the lesion can be estimated at ten meters, no more. In principle, for the offensive grenade it is quite normal, but the appearance of defensive grenade can be misleading.

The second grenade - anti-transport. It comes across infrequently, and there is no special needs in it. Having tried it in the case, I with a clear conscience drove the remaining four pieces and forgot to think about these nonsense.

Ammunition, I must say, also lost some share of delusibility. The mysterious cartridges "with a shifted center of gravity" and no less mysterious "silent" were completely disappeared. True, it was not without curvage. As far as I know, under the caliber 5.56, no one has ever released discontinuous bullets. Yes, and the Soviet intermediate cartridges of the caliber of 7.62 were also not completed with such bullets. It seems that the carpentry gunsmiths are capable of miracles.

Ammunition to the overwhelming majority of rifle small arms come across three types - ordinary, armor-piercing and discontinuous. Oddly enough, I did not notice a special difference between them - both on armored and unarround goals. The crowds of the Indians in the final mission were to be easy to fly away from the discontinuous machine gun queue. And they behaved as if they were fired with peas from the tube.

For a grenade launcher, M-79 is still two types of grenades - detonating when hitting and with a three-second delay. Both those and others can be useful in different situations. But note that now the distance on which the grenade launcher shoots is much smaller (even taking into account the level of improvement of the 3rd level).

There are special ammunition for silent weapons (cartridges to the underwater pistol and arbalt bolts). However, the ability to acquire them appear far from immediately.

The weapon improvement system directly moved from the "boiling point". Using the packages of improvement of three levels, you can increase the rate of fire, accuracy and volume of the store. There is also a package of installation of optics on assault rifles.

In principle, it is enough to improve one loved trunk - and you can completely go with him the whole game from beginning to end. There is no need to carry out an impressive arsenal weighing three-tent kilograms and spend the fabulous amounts on the improvement packages of all this good. Moreover, weapon wear is relatively small and felt only with ten percent.

Actually, especially telling here and nothing. As in the predecessor game, there are three types of body armor. Lightweight provides 50 units of protection with a mass of 3 kg, the average gives 75 units at a weight of 7 kg, and a heavy - 100 units with a mass of 12 kg. It is easy to see that the most effective is easy, because with an equal mass of four light armor armor will give two times more protection than one heavy. The inconvenience of the lung consists only that when critical wear during a dense battle, it is necessary to look for a secluded place to change it to a new one.

The weapon, which is currently in the asset of the hero (that is, placed in a quick cell), marked with a yellow arrow in the inventory. There are also three nests under the character, which show which weapon is at the moment in the hands and the type of intertered ammunition. The third nest informs whether the armor and what is its type.

... and Turgenev eight volumes

Inventory, it falls that the hero finds in a variety of boxes, collects from the corpses, raises from the ground, gets across the quests and acquires from merchants. With weapons, ammunition, medications are understandable - without them just nowhere and nothing. However, during the gathering, you will be met by a completely homeric bunch of any rubbish, most of which even the merchant only takes a gift. Playing cards, matches, lighters, brush expander, condoms, empty bottles ... Even the enema came across. I even am afraid to imagine why she may be needed to be unsinkable Salu Myers.

Separate hemorrhoids are tropical fruits and other, with permission to say, food. They come across a lotmogously a lot. The benefits of them are, although meager - each fruit eaten by Myers, restores his health to several units (the most effective food restores about as much as the minimum dose of anesthetic). Unlike syringes, fruits do not cause pharmacological tolerance. So it turns out that sometimes these "pure health" microhodoses have to carry a few kilograms to save the effects of drugs in the case when it becomes truly hot.

Inventory contains four bookmarks that allow at least somehow systematize the nightmare reign there. It is possible to consider the entire nightmare as a whole, to admire the selection on the weapon nightmare, to explore a different nightmare under the "Other" brand and relax the soul on the Scenaric tab.

The list of scenic items is small. Initially, it includes a powerful portable radio, in which Myers receives a variety of instructions from its mentors, a camera and a "soft wing" parachute. The latter, by the way, is very convenient in some cases, because it works automatically and manage to reveal even when jumping from the middle height break. Sometimes it is faster to get somewhere, jumping from a cliff with a parachute than wheeing or spanking on foot along the winding asphalt of the mountainous islands. When jumping from the plane or helicopter, the parachute, of course, also does not go out.

To clean the inventory from the accumulated trash, which is not worth delivering the merchant, in the lower left corner of the screen there is provided "trash can". However, the subject that fell into it does not disappear without a trace, but falls next to the land, packed in a neat wooden box. If, without going from the place, continue to throw out items, they will fall into the same box. And from the drawer, if that, they are very easy to pick up. How from any other wooden box.

Features interface

The game interface is simple enough and ascetic. In the lower left corner of the screen there are an indicator of health and endurance. Health is the degree of painting of the figure in green. Nearby for greater accuracy is the numerical importance of health. The red segment of the circle is the endurance that is spent on the sprint running with the SHIFT key.

Nearby there is an arms indicator. Here you can see the shooting mode (single or automatic), the type of selected ammunition, the number of cartridges in the store or the drum and their total number in inventory.

In the upper right corner there is a mini-card that can operate in two modes. Standard mode shows the nearest area with detail. In this mode, red labels of enemies are applied to the map, which are within the map and can be seen by the hero.

The second mode allows you to overcome more space. It is convenient for orientation relative to the coastline, relief elements and buildings. Switching modes - Tab key.

In both modes, an azimuth indicators of the objectives of the next tasks are functioning (green - plot, red - side). Below are the distances to them and the difference of heights in relation to the location of the hero.

There is a full-sized card of the gaming world. In addition to the orientation tasks, it performs another important feature. By clicking on the right mouse button, you can put one label, which will later be marked on a mini-card with a blue azimuth pointer.

Hot keys 1-9 are responsible for choosing a weapon in the appropriate inventory cell. Key 0 removes weapon from sight. If the weapon is chosen and taken in the hands, the quick throw key is activated by grenades G. This is quite convenient because it is not necessary to spend time to choose from grenades in a quick cell.

There is also a key selection key F. By pressing it, we get the opportunity to enable or turn off the flashlight (in the inventory it is missing), to miss an inconvenient time of day, provided that the hero is in a safe area, enable or disable secular mode. From here you can control the mode of a mini-card, but it is much less convenient than switching it to the key.

A little more about secure mode. When it is activated, the hero moves only a step, but all the enemies are applied to the card, even if they are out of sight. The head of the heart allows you to react on the danger in time and shoot first (if the hero can be detected, the head of the heart is expensive).

When managed by land transport, the F key allows you to turn on or off the headlights, and pressing the space turns on the manual brake. In case there is an emergency to leave the vehicle on the move there is a key E. After leaving the ground or navigation transport, it stops with a stressed engine, and a plane or a helicopter, of course, is broken. The height set and the decrease in aircraft are made by keys Q and Z, respectively.

Passage

Immediately I want to emphasize that all quests in the game are divided into two large groups. The first is the promotion of the plot, to the final rays of mysterious deaths. The second is earning money, experience and reputation. Upon receipt of a new side task, it is automatically activated and the azimuth indicator indicates the direction to the target of this task. This decision is far from always convenient, so be careful and check which task is currently selected.

The task of passing in this article is to describe the main storyline, because by the side quests in the game a great set and in one article they will not fit.

Because of the island on Strazhen ...

The end of the entrance roller gives us to understand that there is no time for inspection and the first acquaintance with a peaceful life yet. The boat, at which Old Hutino delivers Myers to the place of events, attack several boats and two helicopters. Salu nothing else remains, except to get up to the machine gun and methodically destroying unknown ill-wishers. After the last striker is destroyed, we will be treated with another video conversion - and we will be on the island.

After a short radiobeson with Jameson about the latest achievements of science and technology, we are going to listen to Old Huttino, which as a result remained without a boat and without home.

The conversation with Hutino ends with reference to some kind of dioei and indicating Kuma Hutino named José and his nickname.

On a note: I advise you to immediately engage in the abrasions of the whole people, which is nearby near the pier. From conversations, you can learn many useful information. And José should not go anywhere from us.

Meeting with José will be accompanied by a small "salary" with three unknown. What they actually need, it is still unknown, but one thing is clear - they shoot these guys out of the hands badly. Having gathered trophies and finding a key from handcuffs, freeing the Jose from the prisoner of the bed back and we speak.

It turns out that these unknown persons were not interested in someone, namely Sollar Myers. And no they are unknown, and paramylitases in full size. That's it.

As it turns out, José pursuit before the subtleties knows the features of the local society, and in addition he is also a radio amateur that has a powerful station. And in gratitude for salvation, he invites Myers a special guide services. Now we have not one radiosufler, but two more. True, most of the time they climb the Ether "Flood", "Flame" and mutual jerseys, but sometimes they say the sifting things.

The location of Diego, who seems to be agreed to deliver Myers to the destination, is now known for certain. And at the same time, we learned where you can get to get at least some kindle to do not run around the island on foot.

On a note: Do not decease, because there will have to run on foot. The tunnel connecting two parts of the island is littered, so that the drill on the machine will be a solid nervous. Wolf, as you know, feet feed.

Finding Diego, agree on the conditions on which he is ready to provide transport services. Old squeak charges seven thousand pesos. Even if you sell all this island to the last nail at the London Stock Exchange at Retail Prices, such a sum seems to not be gained. But Diego has an alternative proposal - to get it a black pearl. He even knows exactly where to take it. Our task is to arrive at the owner and achieve this most pearl.

Aqualangists are not a game!

The owner of the black pearl is one of three scubaers who are industrial on the island of pearls. The name of the owner of Javier. But the quarrel - there is no quay on site. But there are two other aqualangist, one of which tells us a long history, from which it follows that Javier is now in a submarine cave with an empty oxygen cylinder in an embrace. And the pearl is always with it.

First of all, you need to organize a balloon. To do this, go somewhere to the line on the horns, to the other end of the island where some grandfather-owner lives. We buy a balloon from Santa (empty, of course), taking it back, fill in air and go to save the lastonogo Javier.

Slow will have long and how in crossword - first horizontally, then vertically. By the way, part of the path horizontally will have to sail under water, because the paratylitares boats are patrolled.

Reaching the place of immersion, dive and with the highest possible speed go to the bottom. Finding the entrance to the underground grotto, float there. There will be one subtlety here. To accumulate to Javier to one taking, air and health accurately not enough. But under the arch of some caves there are air lenses from which you can bump a bit of life. It is easy to find them, because they are visible from the water as dark spots under the ceiling.

The cave system is pretty confused. Our task is to turn right into the second pass, sailing in two halls, and at the Far End of the third will miss Javier, who lost the hope of seeing the sun.

We give Javier Balon, come back to the shore.

On a note: With the return, you can especially not hurry, because at the bottom of the caves - shells, and in the shells - pearls. Pearls are from the word "money," and there is no money much. Is the logic clear? The main thing is not to get lost in the halls and transitions, and then remain instead of Javier.

On the shore we take congratulations, thanks and pearls.

Debt good turn deserves another

Returning to Diego, we brag a pearl, we get the instructions to get shattered to the granddaughter of the old man and give it to the pearl to her. What, as they say, the child did not master ... The granddaughter Tomno responds to a gift, thanks and wishes good luck. We return to leave this hospitable island forever. But the island, as it turns out, the hospital is so much that he does not want to let go of an expensive guest.

There is no Diego on the spot, but there is some kind of palate a spack of growth in whole and a half meters, but in a black T-shirt and sunglasses. Bandit, in general. He reports to us that Diego is sitting locked with a local pahana, since he owed money, and he does not want to give.

Want you do not want, but you need to cut out the old cheer. From the conversation with the main gopnik, it turns out that for five thousand Diego let go on all four sides.

I wonder where they are born in their heads in their heads?

As it seemed to me, it is most beneficial from an economic point of view to shoot the gangsters, pick up the key and release the grandfather to the will. But if you want, try to assemble the required amount. In any case, Juarez will be honest gangster and give the key.

The farther in the forest, the thicker partisans

Another video transmission - and we are on the island, where the well-known in the narrow circles duralya Weinstein lives. Interestingly, the CIA sent him here in insulting the whole island?

The conversation with Weinstein is exposed to the remains of nerves, but enriches us knowledge of the name and location of the informant. Somehow Eudes. We find meant Euda in the local eatery. Ba, familiar all persons! Didn't we see if Dweitch on Diego's Wharf? Well, the twin brother, only the T-shirt is different.

Hour from the hour is not easier. Now we take ten thousand pesos either a handful of precious stones. Interestingly, the local Shantrap believes that Meier has a machine for printing money?

However, it will be easier to collect the desired on this island, because here there are many employers, and you can spread somewhere where the ruble ... that is, the pose is more authentic. Anyway, the amount is collected, Eudes is animated and, squeezing from submission, leads Meers somewhere to meet with unknown Materketo. Oh, some kind of well-tidy ... not to good it.

And there is. Eudes lured Myers trap. Closed yard, six unknown in special forces and with good weapons. First of all, you surprise under the staircase, and from there, carefully peeping, shooting black figures in helmets. At one of the corpses, we find an explosive device, we destroy the door and go to the Weinstein to find out how many times he dropped his head on the ground in infancy and whether he has an idea of \u200b\u200bthe selection of an agent.

Weinstein, flashed at the ambulance hand, calls another name - Juan Pereira, real estate trader.

We are looking for a passage and suddenly quite unexpectedly find out that we have to buy Espiga de Mauter. Yes, a whole island with a beach, palm trees and other tropical influences. And just for eight thousand pesos. So cheap, we have not yet bought the islands. It remains only to get these most pesos. Well, we go to where the red arrows on the mini card indicate.

Robinson Myers.

Collect the proper amount, we subscribe documents and go to get acquainted with the possessions, to bring the order there and look for Judas of Augus. Choose a boat to taste - and go ahead. However, as previous events showed, a combat helicopter here is much more appropriate, because there is a concrete fence on the island.

As you probably have already guessed, the island is busy. And his inhabitants know nothing about the new owner. So you have to hand a lead notification of eviction.

After the end of the work on stripping the territory, we find Euda, talking to him, get another green mark on the map. What to do next to this insignificance, decide for yourself. You can let go, but you can shoot. No one and "Oh" will not say.

On a note: If there is a desire, with the island you can mess around for a long time. Building a house, a helicopter platform, will fly in such an amount that all other costs will seem to be trifle. But how it will look like ... Dream!

For the improvement of the island, we will have to meet with the local architect, who is part-time designer, manager and foreman. This is a miracle of nature Carlos. Carlos will introduce us to local gastarbaters, and they will leave the tropical residence to us.

Do not make a coole from the plane!

Now we need to go to the far island of Siniester de Cranio, where the next mystery is waiting for us. In the case of poisoning, as it turns out, some kind of Indian tribe is involved, completely obsessed with some local cult.

Arriving on the island, we act resolutely and quickly. Migrating a boat, having previously unfolding it to the sea. We are chosen ashore. Going to the closed gate, leading the severity where, quickly pick up a heavy slab, inserted into the removal to the left of the gate, and also quickly we retreat in the boat. The whole thing is that this stove is under some native alarm, so if you have to smoke it, the Indians will be raised with peaks and fuses and send Myers straight to a meeting with Manit.

We return to the island of Ballena, where Vinstein lives. Two collectors dwell in the same house, one of which is formed enough to read the inscription on the stone. It turns out that it is necessary to collect six figurines, which, being placed in the hands of six idols before locked gates, will make this gate will open. Well, straight Indiana Jones, to God.

By cities and weights

Six statuettes fate scattered very pedantically. All of them - in different groups. And for each owner will want either money or something else. If there is no desire to pay, you can select the figurines with rough strength, simply kill their owner and everyone who will be dissatisfied with it. On the other hand, quarreling with everyone in a row somehow uncomfortable, so you can approach the question creatively and decide in the process who to execute, and who to be pregnant. The only owner with whom to talk exactly will not work, is Paramylitares. Yes, it is not for the better, finance is not rubber.

Collecting the figurines, we return to the Siniester de Cranio, we carry out a simple ritual of the placement of figurines in certain idols. Heavy stone gates will decide.

There will be Indians and spiders. Spiders and the Indians. Many spiders and even more Indians. Home Danger - Arrows armed with fuses. Three from this antiques - guaranteed death. Warriors with shields Multiple are invulnerable to bullets. You can only kill them with an exact shot in the head or a shot of grenades.

Our task is to get through to the lever, which opens another gate. Further - the dungeons that will lead us to prison, where the CIA agent is permanently awaiting their focus. We do not have time to free the agent, because some mysterious forces intervene in the chain of events. However, the agent has time to tell us a lot of interesting things that indicate the further direction of searches.

Passenger unwitting

We come to yourself inspect. As it turns out, we are locked in the cabin of the container friendship. The task is to get out of it, and preferably alive and healthy. For this purpose, we are graciously left all our gear. But not here, but in the next cabin, in the bedside table. By collecting your property, we are systematically destroying the ship's team, we collect the keys from the door, make your way to the boat, we descend it into the water, we remove it away from this loose place.

Note that opponents in body armor, shoot as much as possible in the head. Grenades do not interfere.

Now you can go on the road. But no helicopters or hydroplanes. Any aviation in the zone of the Indian Island inevitably suffers disaster. So any of the plasserms is your choice.

Returning to the island, we begin to promote along the chain of stairs, destroyed temples and zigkurats. Two tactics are possible here: either a careful shooting of all enemies, which can be detected, or rapid mining from one shelter to another with their instigant instigation. Particularly dangerous open spare spaces that will be enough. It can not be lingering for a second.

On a note: In the unapty game it is possible to freeze when loading the final video. I could not get around this problem without a patch.

That's it. We looked at the final roller. It seems that all villains are punished, all the riddles are disclosed, all debts are paid in full. However, somehow he sad on the soul of our hero, which left the mountains of bronvice corpses in the vague bandages. In the depths of the soul, he probably understands that dark, scored and ignorant Indians are just a tool in the hands of those who have not suffered punishment. Those who manipulate the world on the principle of "divide and conquer". Those who willingly sear the death of others, skillfully covering themselves.

Playing play. And we can wait for the next adventures of Sola Myers if his creators did not cool to solar Columbia. That is, sorry, Auchumbia.

Good luck to you, friends, and many good games. Be happy with the slightest feature.

Passage of the storyline in Xenus 2: White Gold
The game begins with a fairly spectacular entrance roller. Let's not go into the story details and immediately turn to action. And the action begins on the deck of the ship. And immediately palfa. Attack the boats and helicopters, and we need to shoot accordingly. What to advise here? It is better to shoot much more dangerous helicopters, and already eliminate boats. Getting to the island, start talking to gray.

But the first task did not make himself wait long. We must meet with Jose. I focus with the help of mini-cards, we reach the place. There we will meet a couple of people with not the most friendly intentions we have to kill. On this dirty case, we have a surrender revolver. And here is the first peppers on the distribution. It is best to take the "cowboy" for a label. So, distributing the peppers, search for corpses and go to Jose. In the conversation, he invites us to get a car that we do. Here's how: come to Raul and ask where Rodrigo. He says that he is in his garage. Go there. But Rodrigo says that his cars took away. What a tragedy! As usual, everything has to correct the super hero, such as us. Enemies will be much, immediately say. Select a convenient position and shoot one by one. Next, take the goal of your visit and go to it to Rodrigo. In conversation, we learn that we were interested in two unknown.

Further non-sales quests describe no sense, they are still optional. Let's go to Diego. Get to it and chat. He says that she will take us either for 700 pesos, or for the black pearl. You can earn 700 pesos, performing side quests, but you can go more severe and interesting way. Get a pearl. To do this, we go to divers and talk. Then we go to Lonso and speak again. We take the key, taking a balloon and come back to scuba divers. Agrees, refuel the balloon and dive. Make sure you have enough items that will support health under water. Go down to the cave. We find an aqualant and give him a balloon. We choose and go beyond the reward. Again to the Diego.

We again trembled with languages, we go to his daughter and again chatting (off: mda, walking and chatter, there will be a lot of\u003e
Get to the collector. Now we need to gain 15,000 pesos (and they are growing with their appetites ...). We bring money. New quest - you need to collect the rest of the figurines. Let's hit the road! After collecting all the statuettes, we return to the island, which we went with Eudes. We set statuettes, enter the gate. And again we are on the festival of lead. We are attacking Indians and giant spiders. Make your way to the lever opening in the cave. UU ... there are even more spiders, and then the Indians appear. At the end of the way, we find the CIA agent, who wanted to sacrifice. He will tell us a lot of interesting things (I will not spoil the intrigue) and after the conversation, special forces appears and arrests us. We are on the CIA ship. We search for killed Nixon and then leave the cabins. We enter the left door (you can go to the right, there you are waiting for a surprise). Now we are looking for a wicket key. We go to the bar, behind the rack there is a hatch. Open and put to the desired room. I break through to the commander of the special forces and kill it. He has 2 keys we need. We climb, sit down in the boat and rolle.

The last task as usual is the most difficult. Follow the cartridges to the maximum. We go to the mysterious island of the Indians. We need to destroy them all. Break through the crowd, going strictly forward without turning anywhere. Climb up and enjoy the final titers.

If my readers forgot, remind you that xenus is such an ancient Aztec talisman-key from the doors under the waterfall. Actually, the role of these the most doors in the plot of "boiling points" was very insignificant, but the intrigue around the six unbelled pieces turned out notable. Anyway, this talisman fulfilled its role in the first passage of the first passage.

In the "white gold" xenus, an even more minor role was assigned. He only appears in the name of the game, becoming a kind of identifying sign of the world, where the lawlessness works in the name of good and justice the former soldier of the French Foreign Legion Sol Myers. And the xenus itself will not be in the game. But there will be a lot of sun, the sea, girls and shooting.

So why start? Let's pick up suitable hydroplane and load it with several bags of a very specific humor. After that, breaking a fair amount of mesh, we will take a motor, take off and, procnis, incomplete control, carefully sprinkled by a substance from bags of some part of the atmosphere islands, called Hochms for the southern carp.

Now that this paradise, where the eternal Siesta reigns, is properly processed, we will rear in New York and in the ambulance hand invent the reason that is guaranteed to make the retired Legionnaire wake up, gather and go on a journey through the aforementioned islands.

Well, it's time to joke jokes. Save humanity is trite and even somewhat bored. Much more fun to get on guard of health of the drug addicts of a big apple. No, we will not need to track cocaine submarines, loud-tangible bases and sprinkle with defilled illegal coca plantations. Judging by the ideas of the negotiated drug business, cocaine is an exceptionally useful powder, which gives the opportunity to enjoy life for a completely divine price. But those who dared to poison this noble product by an unknown poison that killing respectable consumers should be made according to merit.

Ksenus, gentlemen! Full, unconditional and inevitable xenus to all emergences that reduce the already short, but so precious life of fans of "white gold".

Taste I do not promise, but it will be hotPodzhanr "Role militant" still remains eclectic. In fact, the recipe is quite simple: we take a hero, I don't really know how to really anything, but sent to the responsible and dangerous task. We come up with the skills necessary (but not very) to successfully fulfill the mission. We are informing the system that will allow our hero to become less crucial, performing a bunch of diverse and not particularly logical tasks and distributing scarlet dripping points of development. We enter into the game several groups with which you can be friends or enamel, creating a certain reputation. Voila, the dish is ready.

The "boiling point" had a not too prominent character development system. However, she could not be denied in logicality. In order to shoot more precisely, it was necessary to shoot exactly, and not to translate through grandmother's road. And nothing else.

In the "white gold", Irrodeli approached the question more canonically, but the logic was noticeably injured. Former professional soldier who brought a noticeable rustling in Colombia, looking for a missing daughter, now, as it turns out, no talents are noted. He shoots poorly, unable to combine the fly of the weapon with the slot of the sighting plank, cannot bear a big cargo, does not know how to use a grenade launcher and machine gun, he is unfamiliar to the sacrament of breathing delay when a sight shot. And in order to find these useful skills, he needs to earn development points. Moreover, these glasses are obtained for actions that are not at all relating to the development of a certain skill. Effectively, but illogical.

Black captain in white camouflage. Surreal selection of clothing for tropics ...

The role component of the game remains in relationships with groups, which in the game is abuse. And to interact with them, one way or another will have to, since most of the side tasks proceeds from representatives of the groupings. The player will have to be addressed independently, to which of the groups to join, and take into account that the improvement of relations with one of them will definitely affect the deterioration of relationships on the other. Here everything is logical and consistently.

Making money has become noticeably easier - the sake of side tasks contributes to this. Moreover, in the game world, a huge number of diverse useful items are scattered, which will scribe the hard life of our hero, correct his profound health and will help in armed skins.

The issue of motivation to search for tasks and money make money is the main storyline. She, of course, is extremely idle and pretty (it felt that the screenwriters were not too strained with the peripetias and unexpected turns of the plot), but there will be a lot of money from the main character. On the other hand, no one customizes Myers, so you can explore the huge aquatic spaces of the Caribbean Sea, learn to ride and fly, poke a curious nose where you please.

On a note: In the "boiling point", as you remember, even with the most unsuccessful scenarios, the hero did not die, but he fell into the hospital, talked with the doctor, paid and went to the future path. There will be no such grace here. Death is now final and irrevocable. The only thing that the unlucky player can comfort be comforted is an ulcer on the screen and loading the last save.

Tropical weather arrogant. The sun has just shone and the sea shone ...

Externally, the game world is very imposed. The color gamut of the tropics looks just wonderful. Yes, and light blur and distortion of the picture to the edges of the screen creates the impression of a wet and sunshine. However, personally in my first hours of the game had a noticeable feeling of discomfort from the angle of review the character. I do not know, less it had to do or more, but some dizziness and disorientation with sharp turns were observed. However, if the plan of the developers should see the hero's world so much, suddenly for himself in a tropical country, then the claims are removed. Special thanks I want to tell those who worked on the sunrises and sunsets of amazing beauty.

The graphics engine of the game is optimized to such an extent that you just do not notice. It is gratifying that the developers teach the previous version of the previous version of Vital Engine and made appropriate conclusions. Huge gaming spaces operate now impeccably.

No, however, without graphic bugs and flaws. Growing straight from the air algae, snakes, sometimes similar to a hissing stick, spiders stuck in the walls of the cave, the Indians running into heaven, a meager set of people constantly flashing in the game - all this does not prevent the passage of the game, but it will noticeably spoil the impression of the dided Work. The world's world of the islands, by the way, was noticeably impoverished in relation to continental Colombia. The list of unpleasant fauna surprises now consists only of snakes, predatory fish and huge spiders.

As before, the actions will unfold in a single game space without loaded locations. With the exception of the only scripting movement to another island, all the others occur in real time. For this purpose, a large number of vehicles (terrestrial, water and air) and a network of floating stations have been introduced into the game.

Game NPC, unfortunately, could not be pleased. Their behavior is not distinguished by a variety and special meaningfulness. Dialogues, despite the efforts of their authors, are most often uninteresting and not even fun. And the behavior of some individuals is bordered by madness under certain circumstances. For example, the destruction of all the gangsters surrounding their leader does not prevent him from a completely calmly sit on the couch surrounded by two girls in Bikini. Approximately the same fatalism also exhibits one of the drug trains.

Now I will have a pearl. It would be nice, black, but white will also buy.

On a note: It comes across in the game several "Easter" seems to be a humorous nature, but it seemed to me successful only one of them - the shield "Autonomous Meteorological Forecasting System". The rest, such as stylized vasserman on a T-shirt José of a pursuit or hysterical "Neither a single break !!!" In the handset, they look very artificially and do not even cause smiles.

Voice of the game, honestly, could be better. Actually, there is no such special complaints to play sound sounds - shots surrounding noises. Ancient radiols, continuously screaming in the headquarters of the groups, glory to the Almighty, can be shot, if they start seriously poisoning life. Background music, accompanying trips, is so good that I had a boat or scooter from time to time to listen to her again. But here is the choir speech of the official during the attack of a group of drug trafficking in the destroyed house, led by the retired colonel of the US Army Clark Jefferson, caused a sharp desire to shoot them out of purely humane motivations. Yes, and later I was observed to observe such cases of group insanity, accompanied by continuous screams.

Let's bring a brief summary of the review part. Of course, huge progress in the results of the work of Deep Shadows is obvious. If you compare the "boiling point" and "white gold" as a whole, then this comparison will be entirely and completely in favor of the second game. The developers took into account the colossal number of the shortcomings of the first Colombian epic and managed to avoid all those bugs, lags and glitches, players on the forums sweat over the month. However, before the impeccable game "White Gold" is still very far. So we can get patience and wait for us when "gold" from Deep Shadow will acquire a noble yellow color, a decent crown of "best computer games".

Scene line of white

Tell me, are you already an adult gangster or still larva?

The plot of the plot of "white gold" occurs in the introductory video. A series of mysterious deaths in the bohemian circles of New York, as it turns out, has the same reason - Colombian Cocaine. Analyzes have shown that it contains a highly toxic adherence that kills quickly and guaranteed. This unemployed news makes drug bands firmly think about. The risk of losing such a profitable and well-established business is very large. Togo and looked, buyers are disappointed in their ability to supply clean powder that kills much slower and more pleasant, and will take the search for other suppliers.

To peacefully sleeping Salu Myers is a certain rustling of Latin American outfit, swells to a generous hassle of compliments and persuades it to take care of the investigations of the reasons for the excessive toxicity of Colombian cocaine. Of course, Sol, as it believes on the canons of the genre, refuses, arguing that he retired on peace and knows nothing. Hilarious, in turn, demonstrates not the worst understanding of the rituals of the genre and lay out the trump card - two photos with a dead man.

We are not aware of us about the dead, but here Sol, it seems to be well acquainted with him. Completely unexpectedly, he agrees to work and does not even start speech about the remuneration.

The next roller transfers us to a boat delivering Myers to one of the islands of the archipelago. Peaceful chatter with an old man leading the boat, is interrupted by aggressively tuned strangers, which have high-speed boats and even a pair of helicopters. It seems to us that "here you are not here" and offer combat baptism.

Who exactly organized the Committee on the meeting of Sola Myers, it is incomprehensible, but they prepared disgusting. Helicopters are completely unconvincing, and the boat of a good word is not worth it. Our hero, as they say, one left solves the questions that have arisen, and then after the grandfather jumping from the boat, which is about to threaten to explode.

Actually, this prerequisites for the plot end, because the motives of further actions of Myers, and the forces of opposition to them are introduced into the game.

Dwarm Claper with Sniper Skills

The development of the character does not differ complexity. In the course of the game, it makes a variety of actions, each of which gives it a certain number of experience points. Accumulating, these glasses raise the character level (known to all fans of role-playing games Level-Up). Each new level gives a unit that can be spent on studying one or another ability.

On a note: In the process of developing the character, the maximum level of its health will increase slightly. Starting from legitimate one hundred units, he visited me noticeably under the tropical sun and reached the final with 120 units or so. Trifle, but nice.

Abilities

These acquired characteristics of the character in the game are called percories. Their essence is that the character when studying receives a certain undeveloped skill. For example, more precisely shoots or transfers greater weight. Part of them do not require any conditions for study, and the rest can be studied only after the basic.

Grouping abilities in the game is sufficiently stupid. The ability of the "Messenger" is incomprehensible why it was fed into the string of skills associated with accuracy, and the "cracker" - in the string of dexterity. However, it is not much difficult to understand them.

All abilities can be divided into several large groups.

Meet is the agent Weinstein. I wonder who he gave him such a tie?

Physical strength

In this group, the ability to transfer a certain weight of the inventory (initially 30 kg) is concentrated. Very useful abilities, if we consider that trophies that can be sold to merchants, there will be a lot. Yes, and the passage of the final mission will require a very significant loading by ammunition. It is advisable to explore this group completely.

Table 1

Dexterity and vitality

The ability to jump above, it is longer under water, to recharge the weapon faster - in a word, everything that may be required to perform very delicate orders, which will be abundant to receive our hero. However, most of the abilities of this group give very minor advantages that will be needed in the game literally once or two. Therefore, most of the positions you will most likely do not need. Personally, I limited the "will to life."

On a note: Note that "Styer" increases the speed of running, and the "sprinter" increases endurance. As far as I know, in reality the situation is exactly the opposite.

table 2

NameDemandDescription
Jumper- Increases the height of the jump
StuntmanJumperReduces damage when falling
Dodgy- Reduces damage by 10%
LovkachDodgyReduces weapon recharging time
Stayer- Increases speed running
Sprinter- Increases endurance
MarathonetsSprinterIncreases endurance
Will to live- Reduces damage to reduce health up to 25%
Swimmer- Increases swimming speed
Diver- Increases the time of location under water from 30 to 45 seconds
DiverSwimmer, diverIncreases the time of location under water up to 60 seconds
Strong organism- Increases resistance to alcohol, medicines, poisons and stimulants
Botanist- Reduces damage from snake bites and fish

Combat abilities

Of course, the fighter requires primarily combat skills. Some of them are really effective, and something can be safely ignored. For example, for the exact shooting of the rifle, it is enough to take a "sniper", without spending development points for an additional two seconds of breathing delay. The abilities of the "cowboy" and "arrows" are very useful, but the value of increasing the range of the pomegranates personally seems to me doubtful.

Table 3.

NameDemandDescription
Cowboy- Gives a sighting shooting
ArrowsCowboyReduces the scatter of the bullet
Grenade- Increases throw range
Machine gunnerTouristMakes it possible to use a machine gun
GrenadeometerTouristMakes it possible to use jet grenade
Solid handLovkachDisappears blur when recharging
Sniper- Allows you to hold your breath when shooting for 3 seconds
InstructorSneper Hand, SniperAllows you to hold your breath when shooting for 5 seconds
Feline eye- Gives night vision in secretive mode
Achilles' heel- In 3% of cases, entering any part of the bodies of the enemy turns out to be lethal

Social abilities

This set, as they say, an amateur. It will not give a special relief of the game, but if you do not hurry to the final, to thoroughly go through all the side tasks and build your own home on our own island, something from the list of social abilities does not prevent.

Table 4.

Technical abilities

Considering the fact that in the game full-fully closed on the castle of boxes containing very useful things, a group of hacking skills should be in every possible way at the first opportunity. As for the "doctor", "driver" and "gunsmith", it seems to be meaningful to limit the first ability. The rest are little in demand by the game, since there are few purely transport tasks, and to improve weapons it is more convenient to use the services of NPC.

Table 5.

Friends, enemies and other

Forward, to new adventures on the edge of the scooter!

Let's talk about groupings. Since the "boiling point", nothing has not changed. Still civilians are still sympathetic to the teams, and the bandits are ready to help drug addicts. CIA representatives, as before, differ in completely phenomenal stupidity, and the ideological partisan reaches such values \u200b\u200bthat it can be exported to countries with a lack of revolutionary lifting.

As it should be, initially relationships with neutral groups (except for the cretins from paralimilitares, but it is already laid in the plot). That is, we do not shoot us until we shoot. In the course of the matter, we will have to inevitably enter into relationships with those or other groups. You understand that the tasks that will give us will not benefit some other groupings. Thus, we will not have time to blink, as they will acquire devotional friends and sworn enemies.

Use of friends, frankly, a little. They will not argue porridge, brewed in distant New York, but will be limited to welcoming exclamations at the meeting. But the enemies are much more initiative and are active. Always envy you on the horizon, they will immediately open the palm tree, start to surround, catch with explosive objects and, quite likely, will even kill you.

The principle of formation of relationships is quite simple. The murder of a group member spoils relationships only with this grouping, but improves them with groups hostile to this.

On a note: In the game it is impossible to kill the NPC associated with the passage of the main storyline. When attempting to aim in such a character, the cross-trance is replaced by the banning red icon.

So let's get acquainted with the list of groups.

Ovlists

Warves are warriors. NATO weapons in assortment, jeeps and boats with machine guns, self-propelled air defense systems, combat helicopters, powerful material base. In general, as enemies, the officials are not suitable, and therefore it is necessary to quarrel with them only with extreme necessity and extremely neat. Otherwise, they will not give life to live.

The official residents are sympathetic, but the guerrillas, bandits and drug dealers do not digest them.

Drug addict

These guys are also serious, because their business does not have the jokes. Equipment and decent weapons are available, and beneficial tasks here can be broken here.

As already mentioned, drug addicts and bandits - brothers forever. Partisans, as it should be, are not mistaken, considering the exterior of the hydraulic of imperialism, and the officials and civilians are quite solidarity with the partisans, but on other reasons. Bandits

This stupid oral of the Caribbean Gopnikov, armed with Kalashnikov, cuts and ultrasound, was literally created in order for them to immediately quarrel. Especially since they themselves constantly run on the plush. Particularly on their tasks do not break, so you can not even get involved.

The murder of each gangster willingly applaud civilians, officials and partisans. It seems that no one loves the declacial element even in tropical countries.

Indians

The grouping is quite insignificant, and the relationship with it is little reflected on the passage of the game. However, in the course of the case there will be one key task associated with the Indians, so let's meet the Indian - do not hurt him.

The relationship of this grouping with others is completely neutral, so that a quarrel with Indians will not bring you no fame or shame.

A miserable bunch of idiots, representing American intelligence on the islands, is difficult to group a group. Before the incident on the vessel, it is necessary to contact only with a polulous resident of Weinstein, and if he really wants to communicate with three agents of the CIA, abandoned here by mistake. Well, the attitude towards you on the ship is unlikely to depend on the previous merit.

In general, what is called, grouping "for furniture". However, the drug dealers of the CIA do not like, as it should be.

Civilians

The most, perhaps, a frequently found grouping. A quarrel with them will not give any decisively advantage, since the rest of the groupings are neutral to the peaceful residents. The civilian population of the islands willingly distribute small orders that are easy to fulfill and earn some money. There will be a couple of more voluminous tasks. There you can also get a trophy.

In the case of an unintentional damage of relationships with some groupings (anyway) there are characters with which you can communicate on the topic of recovery of mutual sympathies. They will tell where to go, with whom to talk and how much to pay, if the conflict has not come too far.

On the densely populated islands there are merchants, gunsmiths and doctors. Moreover, the gunsmiths are in some bodies of groupings. As the game passing and the accumulation of experience, the available range of guns is becoming wider. It increases both the list of available weapons and the level of packages of improvement to it.

Traders, strictly speaking, are not too needed. Is that a night type from the first island to which Sol falls can be useful. Mistakes - the goods are wagon.

The doctor, as he believes, treats from alcohol and drug addiction, and also eliminates the reduced sensitivity to anesthetic.

Transport of three elements

The most popular transmission on the local television. Familiar plot, however.

Most of the trips relate to movements between the islands. The islands are small, so it is possible to move on your two. In principle, to another island, it is also easy to surrender, but this will take a completely unimaginable amount.

Thus, the land technique will be clean for pleasure. Well, in those rare cases when we carry out the associated assignments.

You can produce transport in two ways. The first is a law-abiding - get the key in Quest and ride, swim or fly to your pleasure. The second is a criminal one - elementary to earn it, breaking one or more bars. As it should be, there are few law-abiding situations. Therefore, we will not deny anything, especially since the owners look at the hijacking through the fingers and are not at all angry.

Actually, the range of vehicles is not so great. These are indefinite encouraged riders, greatly looking at the Soviet "victory" of the 50s, jeeps with a turret machine gun and occasionally occurring quadrocycles. Apparently, the fleet on the islands is replenished solely at the expense of the military.

With water transport a little bit. Scooters, Zodiac Rubber Boats, Fishing Barcasses with a motor, militarized boats with a turret machine gun. There is even a couple of fashionable walking boats, slightly not reaching the yacht. As practice has shown, the military boats were most practical. Having such a boat, it is absolutely not necessary to inflate the drama and depict Omaha Beach when disembarking on the enemy bank. Several circles around the island - and you can safely disembark, marauding and go to search for few survivors. But in general, all options are acceptable, if you especially do not quarrel with the local people, with the military boats and helicopters.

Algae growing out of the air is no longer algae. This is already Aeroshi.

Well, finally, about aviation. In principle, there is no special need for it, and the abundance of air defense on the islands is somewhat oppressed. But if you prefer to fly, not swim, then find something for yourself.

With respect to the hydroplane, I can only say one thing - do not associate. Monstrously uncomfortable management and fiberglass physics of the flight makes this car extremely unpredictable in the air. The hydroplane is good only in order to quickly take the water where necessary, trying not to take off.

But the helicopter is much more efficient and more reliable. The helicopters in the game are two types - passenger and military. The first can be used for flights to those places where there will be no unpleasant surprises. The second is quite efficient until rockets ended. Airstrikes on helicopters are completely none of anything. More precisely, they are only suitable for spending ammunition. So especially do not share.

By the way, about the ammunition. Unfortunately, it is not replenished. Thus, military equipment with shot in ammunition automatically turns into civil.

In addition to the homing rockets and aircraft guns, the helicopters are equipped with a heating trap system, which are quite well distracted by the rockets of enemy air defense.

The fuel crisis on the caribbean does not smell. The abundance of floating gas stations and the low price of fuel make the life of our hero almost carefree. Moreover, the full tank of your helicopter will fill on the same gas stations, and also repaired what you sailed or flew. Here, for losers, which came here, the flood, sold at a balanced price and boat.

Weapons and armor

Suicide. But not the way you thought about. Consider.

Such a variety of trunks, reaching at times to the absurd, as in the "boiling point" will not be. The assortment of the trunks is much more laconic, but with interest covers all the needs of Sola Myers. Revolver "Anaconda", Ultrasound Machine gun, a bolor-breaking horizontal, combat automatic shotgun remington, two world-famous assault rifles - AK-47 and M16A1, a rifle of SVD, a manual machine gun M249, a single-charged grenade launcher M79 - in my opinion, this The list will satisfy the most demanding taste.

A somewhat disappoints the lack of silent firearms, but for fans of exotic, the developers have slipped a four-flooded underwater gun, shooting almost silently, and almost the same silent crossbow. Well, of course, the good old combat knife is not forgotten.

The reactive weapon is represented by the same list as in the "boiling point" - the reactive grenade "fly" and the CRKK "Needle". Strange, of course, that in southern carpets and its surroundings are not found by AT-4 and Stinger, but here, as they say, the will of the creators.

Pomegranate in the game is two types. The first, judging by the picture in the inventory, is the classical F-1 (or its analogue of MK2A1). But if you take a grenade into your hand, a certain monster of a cylindrical shape will be discovered, absolutely not recognizable. Agrowing properties in this grenade to funny low. The radius of the lesion can be estimated at ten meters, no more. In principle, for the offensive grenade it is quite normal, but the appearance of defensive grenade can be misleading.

Local meteorology is distinguished truly ingenious simplicity.

The second grenade - anti-transport. It comes across infrequently, and there is no special needs in it. Having tried it in the case, I with a clear conscience drove the remaining four pieces and forgot to think about these nonsense.

Ammunition, I must say, also lost some share of delusibility. The mysterious cartridges "with a shifted center of gravity" and no less mysterious "silent" were completely disappeared. True, it was not without curvage. As far as I know, under the caliber 5.56, no one has ever released discontinuous bullets. Yes, and the Soviet intermediate cartridges of the caliber of 7.62 were also not completed with such bullets. It seems that the carpentry gunsmiths are capable of miracles.

Ammunition to the overwhelming majority of rifle small arms come across three types - ordinary, armor-piercing and discontinuous. Oddly enough, I did not notice a special difference between them - both on armored and unarround goals. The crowds of the Indians in the final mission were to be easy to fly away from the discontinuous machine gun queue. And they behaved as if they were fired with peas from the tube.

For a grenade launcher, M-79 is still two types of grenades - detonating when hitting and with a three-second delay. Both those and others can be useful in different situations. But note that now the distance on which the grenade launcher shoots is much smaller (even taking into account the level of improvement of the 3rd level).

This is what the bungalow bungalows built by two hired ballobs looks like. View outside.

There are special ammunition for silent weapons (cartridges to the underwater pistol and arbalt bolts). However, the ability to acquire them appear far from immediately.

The weapon improvement system directly moved from the "boiling point". Using the packages of improvement of three levels, you can increase the rate of fire, accuracy and volume of the store. There is also a package of installation of optics on assault rifles.

In principle, it is enough to improve one loved trunk - and you can completely go with him the whole game from beginning to end. There is no need to carry out an impressive arsenal weighing three-tent kilograms and spend the fabulous amounts on the improvement packages of all this good. Moreover, weapon wear is relatively small and felt only with ten percent.

Actually, especially telling here and nothing. As in the predecessor game, there are three types of body armor. Lightweight provides 50 units of protection with a mass of 3 kg, the average gives 75 units at a weight of 7 kg, and a heavy - 100 units with a mass of 12 kg. It is easy to see that the most effective is easy, because with an equal mass of four light armor armor will give two times more protection than one heavy. The inconvenience of the lung consists only that when critical wear during a dense battle, it is necessary to look for a secluded place to change it to a new one.

The weapon, which is currently in the asset of the hero (that is, placed in a quick cell), marked with a yellow arrow in the inventory. There are also three nests under the character, which show which weapon is at the moment in the hands and the type of intertered ammunition. The third nest informs whether the armor and what is its type.

... and Turgenev eight volumes

Inventory, it falls that the hero finds in a variety of boxes, collects from the corpses, raises from the ground, gets across the quests and acquires from merchants. With weapons, ammunition, medications are understandable - without them just nowhere and nothing. However, during the gathering, you will be met by a completely homeric bunch of any rubbish, most of which even the merchant only takes a gift. Playing cards, matches, lighters, brush expander, condoms, empty bottles ... Even the enema came across. I even am afraid to imagine why she may be needed to be unsinkable Salu Myers.

And this is the appearance of the same bungalow from the inside. Not as they and the ballobs, it turns out ...

On a note: I would recommend my readers to explore the range of useless trash, evenly covering the land of the windward islands, and simply not to pick it up if they don't shoot it and there is time to choose.

Separate hemorrhoids are tropical fruits and other, with permission to say, food. They come across a lotmogously a lot. The benefits of them are, although meager - each fruit eaten by Myers, restores his health to several units (the most effective food restores about as much as the minimum dose of anesthetic). Unlike syringes, fruits do not cause pharmacological tolerance. So it turns out that sometimes these "pure health" microhodoses have to carry a few kilograms to save the effects of drugs in the case when it becomes truly hot.

Inventory contains four bookmarks that allow at least somehow systematize the nightmare reign there. It is possible to consider the entire nightmare as a whole, to admire the selection on the weapon nightmare, to explore a different nightmare under the "Other" brand and relax the soul on the Scenaric tab.

The list of scenic items is small. Initially, it includes a powerful portable radio, in which Myers receives a variety of instructions from its mentors, a camera and a "soft wing" parachute. The latter, by the way, is very convenient in some cases, because it works automatically and manage to reveal even when jumping from the middle height break. Sometimes it is faster to get somewhere, jumping from a cliff with a parachute than wheeing or spanking on foot along the winding asphalt of the mountainous islands. When jumping from the plane or helicopter, the parachute, of course, also does not go out.

To clean the inventory from the accumulated trash, which is not worth delivering the merchant, in the lower left corner of the screen there is provided "trash can". However, the subject that fell into it does not disappear without a trace, but falls next to the land, packed in a neat wooden box. If, without going from the place, continue to throw out items, they will fall into the same box. And from the drawer, if that, they are very easy to pick up. How from any other wooden box.

Features interface

But, in fact, the ballobs themselves who are not the ballobs. They scared Paramyilitares.

The game interface is simple enough and ascetic. In the lower left corner of the screen there are an indicator of health and endurance. Health is the degree of painting of the figure in green. Nearby for greater accuracy is the numerical importance of health. The red segment of the circle is the endurance that is spent on the sprint running with the SHIFT key.

Nearby there is an arms indicator. Here you can see the shooting mode (single or automatic), the type of selected ammunition, the number of cartridges in the store or the drum and their total number in inventory.

In the upper right corner there is a mini-card that can operate in two modes. Standard mode shows the nearest area with detail. In this mode, red labels of enemies are applied to the map, which are within the map and can be seen by the hero.

The second mode allows you to overcome more space. It is convenient for orientation relative to the coastline, relief elements and buildings. Switching modes - Tab key.

In both modes, an azimuth indicators of the objectives of the next tasks are functioning (green - plot, red - side). Below are the distances to them and the difference of heights in relation to the location of the hero.

You should not go to Paralimilitares to prison. This I tell you exactly as an eyewitness.

There is a full-sized card of the gaming world. In addition to the orientation tasks, it performs another important feature. By clicking on the right mouse button, you can put one label, which will later be marked on a mini-card with a blue azimuth pointer.

Hot keys 1-9 are responsible for choosing a weapon in the appropriate inventory cell. Key 0 removes weapon from sight. If the weapon is chosen and taken in the hands, the quick throw key is activated by grenades G. This is quite convenient because it is not necessary to spend time to choose from grenades in a quick cell.

There is also a key selection key F. By pressing it, we get the opportunity to enable or turn off the flashlight (in the inventory it is missing), to miss an inconvenient time of day, provided that the hero is in a safe area, enable or disable secular mode. From here you can control the mode of a mini-card, but it is much less convenient than switching it to the key.

A little more about secure mode. When it is activated, the hero moves only a step, but all the enemies are applied to the card, even if they are out of sight. The head of the heart allows you to react on the danger in time and shoot first (if the hero can be detected, the head of the heart is expensive).

When managed by land transport, the F key allows you to turn on or off the headlights, and pressing the space turns on the manual brake. In case there is an emergency to leave the vehicle on the move there is a key E. After leaving the ground or navigation transport, it stops with a stressed engine, and a plane or a helicopter, of course, is broken. The height set and the decrease in aircraft are made by keys Q and Z, respectively.

Passage

Immediately I want to emphasize that all quests in the game are divided into two large groups. The first is the promotion of the plot, to the final rays of mysterious deaths. The second is earning money, experience and reputation. Upon receipt of a new side task, it is automatically activated and the azimuth indicator indicates the direction to the target of this task. This decision is far from always convenient, so be careful and check which task is currently selected.

The task of passing in this article is to describe the main storyline, because by the side quests in the game a great set and in one article they will not fit.

Because of the island on Strazhen ...

With something, this episode reminded me of "Good luck-2 soldier." Which is "double spiral."

The end of the entrance roller gives us to understand that there is no time for inspection and the first acquaintance with a peaceful life yet. The boat, at which Old Hutino delivers Myers to the place of events, attack several boats and two helicopters. Salu nothing else remains, except to get up to the machine gun and methodically destroying unknown ill-wishers. After the last striker is destroyed, we will be treated with another video conversion - and we will be on the island.

After a short radiobeson with Jameson about the latest achievements of science and technology, we are going to listen to Old Huttino, which as a result remained without a boat and without home.

The conversation with Hutino ends with reference to some kind of dioei and indicating Kuma Hutino named José and his nickname.

On a note: I advise you to immediately engage in the abrasions of the whole people, which is nearby near the pier. From conversations, you can learn many useful information. And José should not go anywhere from us.

Meeting with José will be accompanied by a small "salary" with three unknown. What they actually need, it is still unknown, but one thing is clear - they shoot these guys out of the hands badly. Having gathered trophies and finding a key from handcuffs, freeing the Jose from the prisoner of the bed back and we speak.

That's the path passed to the last point. It remains to start the rise of the zigkurat.

It turns out that these unknown persons were not interested in someone, namely Sollar Myers. And no they are unknown, and paramylitases in full size. That's it.

As it turns out, José pursuit before the subtleties knows the features of the local society, and in addition he is also a radio amateur that has a powerful station. And in gratitude for salvation, he invites Myers a special guide services. Now we have not one radiosufler, but two more. True, most of the time they climb the Ether "Flood", "Flame" and mutual jerseys, but sometimes they say the sifty things.

The location of Diego, who seems to be agreed to deliver Myers to the destination, is now known for certain. And at the same time, we learned where you can get to get at least some kindle to do not run around the island on foot.

On a note: Do not decease, because there will have to run on foot. The tunnel connecting two parts of the island is littered, so that the drill on the machine will be a solid nervous. Wolf, as you know, feet feed.

Finding Diego, agree on the conditions on which he is ready to provide transport services. Old squeak charges seven thousand pesos. Even if you sell all this island to the last nail at the London Stock Exchange at Retail Prices, such a sum seems to not be gained. But Diego has an alternative proposal - to get it a black pearl. He even knows exactly where to take it. Our task is to arrive at the owner and achieve this most pearl.

Aqualangists are not a game!

Either the owner overestimated the purchased island, or underestimated the zeal of the architect.

The owner of the black pearl is one of three scubaers who are industrial on the island of pearls. The name of the owner of Javier. But the quarrel - there is no quay on site. But there are two other aqualangist, one of which tells us a long history, from which it follows that Javier is now in a submarine cave with an empty oxygen cylinder in an embrace. And the pearl is always with it.

First of all, you need to organize a balloon. To do this, go somewhere to the line on the horns, to the other end of the island where some grandfather-owner lives. We buy a balloon from Santa (empty, of course), taking it back, fill in air and go to save the lastonogo Javier.

Slow will have long and how in crossword - first horizontally, then vertically. By the way, part of the path horizontally will have to sail under water, because the paratylitares boats are patrolled.

Reaching the place of immersion, dive and with the highest possible speed go to the bottom. Finding the entrance to the underground grotto, float there. There will be one subtlety here. To accumulate to Javier to one taking, air and health accurately not enough. But under the arch of some caves there are air lenses from which you can bump a bit of life. It is easy to find them, because they are visible from the water as dark spots under the ceiling.

The cave system is pretty confused. Our task is to turn right into the second pass, sailing in two halls, and at the Far End of the third will miss Javier, who lost the hope of seeing the sun.

We give Javier Balon, come back to the shore.

On a note: With the return, you can especially not hurry, because at the bottom of the caves - shells, and in the shells - pearls. Pearls are from the word "money," and there is no money much. Is the logic clear? The main thing is not to get lost in the halls and transitions, and then remain instead of Javier.

On the shore we take congratulations, thanks and pearls.

Debt good turn deserves another

That's it for this reason, I avoid flying in the area.

Returning to Diego, we brag a pearl, we get the instructions to get shattered to the granddaughter of the old man and give it to the pearl to her. What, as they say, the child did not master ... The granddaughter Tomno responds to a gift, thanks and wishes good luck. We return to leave this hospitable island forever. But the island, as it turns out, the hospital is so much that he does not want to let go of an expensive guest.

There is no Diego on the spot, but there is some kind of palate a spack of growth in whole and a half meters, but in a black T-shirt and sunglasses. Bandit, in general. He reports to us that Diego is sitting locked with a local pahana, since he owed money, and he does not want to give.

Want you do not want, but you need to cut out the old cheer. From the conversation with the main gopnik, it turns out that for five thousand Diego let go on all four sides.

I wonder where they are born in their heads in their heads?

As it seemed to me, it is most beneficial from an economic point of view to shoot the gangsters, pick up the key and release the grandfather to the will. But if you want, try to assemble the required amount. In any case, Juarez will be honest gangster and give the key.

Another video transmission - and we are on the island, where the well-known in the narrow circles duralya Weinstein lives. Interestingly, the CIA sent him here in insulting the whole island?

There is a tower in which there is a lot of interesting things on the island of the official. And expensive.

The conversation with Weinstein is exposed to the remains of nerves, but enriches us knowledge of the name and location of the informant. Somehow Eudes. We find meant Euda in the local eatery. Ba, familiar all persons! Didn't we see if Dweitch on Diego's Wharf? Well, the twin brother, only the T-shirt is different.

Hour from the hour is not easier. Now we take ten thousand pesos either a handful of precious stones. Interestingly, the local Shantrap believes that Meier has a machine for printing money?

However, it will be easier to collect the desired on this island, because here there are many employers, and you can spread somewhere where the ruble ... that is, the pose is more authentic. Anyway, the amount is collected, Eudes is animated and, squeezing from submission, leads Meers somewhere to meet with unknown Materketo. Oh, some kind of well-tidy ... not to good it.

And there is. Eudes lured Myers trap. Closed yard, six unknown in special forces and with good weapons. First of all, you surprise under the staircase, and from there, carefully peeping, shooting black figures in helmets. At one of the corpses, we find an explosive device, we destroy the door and go to the Weinstein to find out how many times he dropped his head on the ground in infancy and whether he has an idea of \u200b\u200bthe selection of an agent.

Weinstein, flashed at the ambulance hand, calls another name - Juan Pereira, real estate trader.

We are looking for a passage and suddenly quite unexpectedly find out that we have to buy Espiga de Mauter. Yes, a whole island with a beach, palm trees and other tropical influences. And just for eight thousand pesos. So cheap, we have not yet bought the islands. It remains only to get these most pesos. Well, we go to where the red arrows on the mini card indicate.

Robinson Myers.
Collect the proper amount, we subscribe documents and go to get acquainted with the possessions, to bring the order there and look for Judas of Augus. Choose a boat to taste - and go ahead. However, as previous events showed, a combat helicopter here is much more appropriate, because there is a concrete fence on the island.

As you probably have already guessed, the island is busy. And his inhabitants know nothing about the new owner. So you have to hand a lead notification of eviction.

After the end of the work on stripping the territory, we find Euda, talking to him, get another green mark on the map. What to do next to this insignificance, decide for yourself. You can let go, but you can shoot. No one and "Oh" will not say.

On a note: If there is a desire, with the island you can mess around for a long time. Building a house, a helicopter platform, will fly in such an amount that all other costs will seem to be trifle. But how it will look like ... Dream!

For the improvement of the island, we will have to meet with the local architect, who is part-time designer, manager and foreman. This is a miracle of nature Carlos. Carlos will introduce us to local gastarbaters, and they will leave the tropical residence to us.

Do not make a coole from the plane!

Now we need to go to the far island of Siniester de Cranio, where the next mystery is waiting for us. In the case of poisoning, as it turns out, some kind of Indian tribe is involved, completely obsessed with some local cult.

Arriving on the island, we act resolutely and quickly. Migrating a boat, having previously unfolding it to the sea. We are chosen ashore. Going to the closed gate, leading the severity where, quickly pick up a heavy slab, inserted into the removal to the left of the gate, and also quickly we retreat in the boat. The whole thing is that this stove is under some native alarm, so if you have to smoke it, the Indians will be raised with peaks and fuses and send Myers straight to a meeting with Manit.

We return to the island of Ballena, where Vinstein lives. Two collectors dwell in the same house, one of which is formed enough to read the inscription on the stone. It turns out that it is necessary to collect six figurines, which, being placed in the hands of six idols before locked gates, will make this gate will open. Well, straight Indiana Jones, to God.

By cities and weightsSix statuettes fate scattered very pedantically. All of them - in different groups. And for each owner will want either money or something else. If there is no desire to pay, you can select the figurines with rough strength, simply kill their owner and everyone who will be dissatisfied with it. On the other hand, quarreling with everyone in a row somehow uncomfortable, so you can approach the question creatively and decide in the process who to execute, and who to be pregnant. The only owner with whom to talk exactly will not work, is Paramylitares. Yes, it is not for the better, finance is not rubber.

Collecting the figurines, we return to the Siniester de Cranio, we carry out a simple ritual of the placement of figurines in certain idols. Heavy stone gates will decide.

There will be Indians and spiders. Spiders and the Indians. Many spiders and even more Indians. Home Danger - Arrows armed with fuses. Three from this antiques - guaranteed death. Warriors with shields Multiple are invulnerable to bullets. You can only kill them with an exact shot in the head or a shot of grenades.

Our task is to get through to the lever, which opens another gate. Further - the dungeons that will lead us to prison, where the CIA agent is permanently awaiting their focus. We do not have time to free the agent, because some mysterious forces intervene in the chain of events. However, the agent has time to tell us a lot of interesting things that indicate the further direction of searches.

Passenger unwitting

We come to yourself inspect. As it turns out, we are locked in the cabin of the container friendship. The task is to get out of it, and preferably alive and healthy. For this purpose, we are graciously left all our gear. But not here, but in the next cabin, in the bedside table. By collecting your property, we are systematically destroying the ship's team, we collect the keys from the door, make your way to the boat, we descend it into the water, we remove it away from this loose place.

Note that opponents in body armor, shoot as much as possible in the head. Grenades do not interfere. Last mily

The final goal of our investigation is defined. But go there without proper preparation is too early. First you need to purchase more cartridges and armor sets, improve the selected weapons to the maximum. Do not forget about medicines.

Technique for every taste. Come, wander, no one will say words.

Now you can go on the road. But no helicopters or hydroplanes. Any aviation in the zone of the Indian Island inevitably suffers disaster. So any of the plasserms is your choice.

Returning to the island, we begin to promote along the chain of stairs, destroyed temples and zigkurats. Two tactics are possible here: either a careful shooting of all enemies, which can be detected, or rapid mining from one shelter to another with their instigant instigation. Particularly dangerous open spare spaces that will be enough. It can not be lingering for a second.

On a note: In the unapty game it is possible to freeze when loading the final video. I could not get around this problem without a patch.

That's it. We looked at the final roller. It seems that all villains are punished, all the riddles are disclosed, all debts are paid in full. However, somehow he sad on the soul of our hero, which left the mountains of bronvice corpses in the vague bandages. In the depths of the soul, he probably understands that dark, scored and ignorant Indians are just a tool in the hands of those who have not suffered punishment. Those who manipulate the world on the principle of "divide and conquer". Those who willingly sear the death of others, skillfully covering themselves.

Playing play. And we can wait for the next adventures of Sola Myers if his creators did not cool to solar Columbia. That is, sorry, Auchumbia.

Good luck to you, friends, and many good games. Be happy with the slightest feature.

It is here that it is necessary to bring six figurines. And get a bunch of trouble.

The article is published with the permission of the editorial board of "Gaming". Author Alexander Dominguez.