Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Страшней драколича зверя нет! Жаль, не лебедь я...
Сандро (не)жив! :D :D :D
Влюбившийся дурак на глупости горазд (с)
В сказке грусти синей я один, как бог... (с)
ОMEGA
19 years ago
Auto-translated
Do you mean Dark Passage? And where exactly are you stuck? Here's a walkthrough of DP, starting somewhere in the middle:
A mysterious figure – Njam the Meddler – will appear and disappear in a colorful fire: don't worry about it. You'll meet him later. Kill the lone sand horror and get to the puzzle. To open seven doors (behind six of them are six monster terrors and four chests, the seventh is the exit), you need to direct a beam from a crystal on a sand dune through four mirrors to a crystal at the exit. To do this, rotate the mirrors. The angle of rotation is discrete; each mirror has 36 possible positions. Remember – the angle of incidence is equal to the angle of reflection. First, adjust the first mirror on the hill opposite the crystal so that the beam falls on the second, standing opposite. At the same time, you should see three beams. Do the same with the second and third. The last mirror is behind a sand dune and cannot be seen. But with the correct setting of the third mirror, you should see the beam coming from the fourth reflector (and not just sparks). When the beam falls on the second crystal, the doors will rise. Kill the creatures, take the items, and go through the last door.
Two more monsters and a pair of doors await you, with a sign between them urging you to choose the right path. In fact, both doors lead to the same place – to the next crystal. Go. You will be attacked by spectral spirits. They are somewhere on another level and cannot be seen. Touch the crystal, kill the available specter, and enter the room with the next puzzle.
On the floor are four tiles with a different number of stripes. On the wall in front is an image of the same stripes. There is a handle below – pull it. Walk across the tiles in the indicated order. When you step on the tile with four stripes, it will rise, and a lift will roll out towards you – step onto it. Go into the corridor, deflect the attack of the specters, and go towards the light in the distance: there you will be met by an old woman named Igrid. She is ready to give you the desired Writ of Fate, but, as usual, in exchange for a service.
Her task is as follows. Once, the Capstone of Order stone fell from the sky and landed in Guibberland. You need to find it and deliver it to the Isle of Dust, where it should be placed on a pedestal in the laboratory in the ruins of the Ferhoven tower. After the conversation, touch the blue sphere on the wall, and it will transport you to the Guibberland pier. (c) LKI
The solution says to click on the skeleton sculpture. It's not there. This is the "Bukovskaya" version.
I played it 4-5 years ago, but I don't remember anything about a skeleton sculpture. What is described above is correct; it's probably some kind of bug
Please help, I'm stuck too.
I entered Huberland, but I can't get out. I approach the gate, and nothing happens. I load an old save, enter normally again, but I still can't get out; what should I do?:confused:
nameless
18 years ago
Auto-translated
I bought Might and Magic 9 a long time ago.
I tried to beat it several times, but I didn't have the internet back then.
I kept getting stuck at the same place – the quest for the pink dragon.
Now I decided to try again.
I leveled up 4 mages.
In the end, I created a Lich, a Mage, a Druid, and a Priest.
The party turned out to be incredibly strong, probably the strongest possible.
I defeated the dragon in 5-6 minutes (or even faster).
And then the problem at the fair in Fyrefjord appeared again.
I go there, hit the Orc twice with my fists (my Druid is a master of hand-to-hand combat), and he falls dead.
Then I quickly shoot at the boat in the boat race (before the sound signal).
I win the stone game twice.
I click on the action for the ringing bell attraction – a sound is heard.
I managed to make all 4 rune stones light up simultaneously by constantly loading and saving.
I don't know what to do next; they just don't give me the dragon.
The NPCs don't say anything about the rewards.
The journal only says that I need to win the dragon in Fyrefjord.
Tell me exactly what I need to do to complete the quest for the dragon for Yrsa's daughter.
Thank you in advance for your help
Well, the quest itself is very buggy and poorly designed... You didn't mention the Honk contest – it's when you have to hit geese on the head, and it's the most difficult contest to complete; maybe that's the problem.
LUXOR
17 years ago
Auto-translated
yes, there are false gates there!!! above the real ones, there are 2 towers!!!
Megadoozz
17 years ago
Auto-translated
I cleared Anskram Keep. Here's how: It's best to enter the Castle through the door on the lower floor.
The Castle is one-story. In the center is a large hall. To the right and left are two corridors with rooms. In some of the rooms, flames are burning, and imps will jump out at you from them. When the last one appears, the fire goes out. The task: at the end of each corridor, pull the lever. After that, a niche with a switch will open in the central hall. To proceed, you need to get behind the gates that block the hall in front of you. They consist of two doors that open in turn – when one is open, the other is always closed. In real-time, pull the switch and run to the first gate. They will close behind you. Then the second ones will open. Ahead is a battle: you need to defeat four elder imps. After that, approach the far entrance, take a few steps back and forth – and a cutscene will start with the appearance of a portal in the center of the hall and a battle between soldiers and the last demon. Jarl Bjarni's task is completed.
You can only reach the levers at the end of each corridor through the upper entrance to the Castle. I think I killed everyone, but I haven't encountered all four elder imps at once.
After that, approach the far entrance, take a few steps back and forth – and a cutscene will start with the appearance of a portal in the center of the hall and a battle between soldiers and the last demon.
Which of the entrances is the far one, the upper or the lower? I'm wandering around the empty Castle, and the quest isn't being registered, what a mess!:confused: