ecosmak.ru

Game nox walkthrough. Nox everything about the old toy - walkthrough, cheats, bugs, screenshots, description

There were so many shouts at Nox that
it was impossible to ignore the game. After passing it along and across
we can firmly say that Nox has more rights to receive such a nickname,
than y, but calling him a killer is a clear exaggeration.
First, the good stuff. Number of classes since the famous predecessor
has not changed, only Conjurer appeared instead of Rogue, although in essence that’s all
the same intermediate link between the Warrior and the Mage. Offensive spells
there is practically none, but there are a number of extremely useful summoning spells and
spell for taking control of Charm, obtained in such ways
creatures can be given orders with the certainty that they
obey. The suicidal nature of the orders does not bother them. Magic in the game
generally pleasing, and the crystals found on almost every corner,
restoring mana, making spell casting a frequent process. These warriors
crystals don’t matter, since he doesn’t use magic in principle - he
enough hand weapons and skills. Conjurer can also shoot with bows and
crossbows (and only he), but the Magician has to choose between a staff and
spells, so crystals are everything to him. Nice interface
the ability to reconfigure controls, beautiful spell effects (especially from
Fist of Vengeance), well-chosen spells, a variety of weapons and
armor, picturesque locations, different final cartoons depending on
hero class (!), quick saves and reloads, no connection to
the only city, scrolls of opponents, complete disrespect for feminists,
Spell management completes the list of Nox's advantages.

Now about the sad stuff. The campaign consists of only 10-11 levels, and none of them
multi-story does not justify such a small number. First three
level and the arena of the last fight with Hecuba (I wanted to write “sparring”, but
suddenly vulgarized) are different for all classes, but the rest are the same until
disgrace. Changes a little personnel enemy troops and what they find
weapons (the difference is only for classes), but in general everything is too same.
There is no trace of level generation, everything is planned in advance
without a single opportunity to step aside. The levels are so linear and simple, and
the solutions to ALL puzzles are so transparent that a specific plug can be
arrange it only with your own hands. For example, drop all armor to the bottom
linen and in this form wander through the swamp, putting the zombies into a stupor and
predator plants. If some door wants a key, then it is 90% in
in the next room, and not half an hour away. For an unknown reason under saves
highlighted fixed number slots Although for SUCH a game it is justified.
Character statistics are kind of weird even when you get the next level
increase on their own. It is unusual to study the combat properties of hand weapons.
What kind of sword is this with a strike of 10.47?! Spells with damaging effects do not
it is written exactly how many hits they remove from the enemy. It would even suit
approximate number, but it is not there. The concept of "difficulty level" in Nox is not
exists. There is no multiplayer co-op, and deathmatch is crooked and terrible
picky about network configuration. Of all the above pros and cons
one simple tip: beat the game at a lazy pace in three days, but avoid
re-pass for another class.

Anyway, let's move on to the plot. Once upon a time there lived a witch named Hecuba. IN
unlike the vast majority of her colleagues in the witch workshop, she
she was quite pretty (everyone could see the photo on the cover of the CD -
probably copied from a Kiss fan). After Blizzard's "Diablo"
simply the epitome of beauty. Evilnoy. One day she decided to start a difficult
black magic spell, but I forgot the words a little, and something didn’t work in the right way
the other side, although Hecuba herself did not know about it. And this is what happened:
boy (a typical American moron), sitting calmly in his
trailer in front of the TV, sucked into a fantasy dimension and thrown onto
airship deck. The captain of the airship understood the attempts
young men explain the purpose of the TV, which traveled along with
owner, but sockets in this world had not yet been invented, so the device
became a nightstand. The character is rather frail and his only armor is sneakers,
sweatpants and T-shirt (too bad it doesn't say NY Giants or Chicago
Bulls), but we have nothing else at hand, and sculpt another
We will become the savior of the world from what we have.

Class Features
The warrior has access to five skills, apparently acquired upon receiving
the first five levels. Berserker Charge forces the hero properly
run up and crash your head into any object on the way, causing it
(for some reason not to the head) severe injuries. Harpoon shoots bullshit and
drags the victim closer to you. Eye of the Wolf allows you to see the magician
through Invisibility. Tread Lightly allows you to walk calmly
traps without activating them. War Cry emits a wild scream that makes you
opponents' ears are blocked, and they lose
combat effectiveness, while magicians reset the spells they started
cast. In my opinion, there was a problem with the warrior’s skills. Use them less
more convenient than spells, and the effectiveness of application seemed to me close to
zero. However, different tactics are possible. For some internal reasons
magicians do not like warriors, and in the Galava fortress they are given a cold reception
first in the form of prison bunks, and then as a harsh battalion commander in numerous
rooms of the Tower of Illusions. Conjurer will summon creatures or charm enemies.
Very convenient and useful, since where the warrior strains while swinging
sword, and the magician throws Fireballs all around, Conjurer drags
his side of one of the attackers and calmly smokes on the sidelines or
Busily shoots from a bow (crossbow). Most outstanding in appearance
this spell is Fist of Vengeance: a fist appears from the sky and, fiiiiig,
the enemy is in the cake. Conjurer is loved by both magicians and warriors - they readily
assist him in the fortresses of Dun Mir and Galava. Magician, which is natural,
different magic. There are a lot of spells, however, most of them are worn
peaceful or auxiliary nature: all sorts of Pull, Push, Lock, protectors and
etc. I never used half of them. I only used two
offensive spells - Missiles of Magic and Fireball, but they are quite enough,
if supplemented with a shooting staff. Descriptions of combat spells are lacking
information about the damage caused, everything is determined only by eye. Among others
spells, Wall and Lesser Heal are of great importance. Warriors don't like magicians
hence such problems when penetrating Dun Mir. The captain and I
we go down to the ground in the basket and begin to take the course of a young fighter aka
tutorial. The signs will tell you what and how to do, what to drink, what to eat,
who to beat, where to look for hidden locations, and so on. Spell Pixie Swarm
we get it for free, we find the Lesser Heal spell underground. Because the
there are a lot of mana-restoring crystals here, so I constantly kept them in
a couple of pixies in the air, leaving them to deal with any aggressors, while he
engaged in robbing chests and barrels. We arrive at Village Ix.

The military tutorial takes place in the Dun Mir fortress. Besides reading the signs,
studying the purpose of objects and control buttons, there is quite
specific task - to break through to the test of the knights, taking place in the building on
northwest of the fortress (to the right of the garden). But they are allowed there only if there is availability.
sponsor. To the right of this place there is a house, and its owner (local engineer)
ready to become our sponsor in exchange for takeaway bats and urchinov from it
favorite kindergarten. The garden is cleared of fauna, the engineer shakes our hand, the security guard
lets you inside the knight's hall.

A new magician begins to comprehend this world in the vicinity of Galava Castle. First
he has to find his future teacher - the magician Horvath, then find out his fate
his previous student, for which you need to go to a small network of caves
Urchinov and commit genocide. The key to the camera will be found in the northernmost
room, while the prisoner himself lies half-dead near the entrance. Let's find out
about the participation of necromancers in the case, we take the things of the deceased (as
evidence) and stomp to the report to Horvath. As a result, you should
There should already be three spells: Missiles of Magic, Lesser Heal, Lightning.

Chapter 2
We buy a bow from a man standing between the houses in the south for a stolnik and go to
northwest and, having paid 20 coins for entry, we take part in the competition
Robin Hood. You have to be a rare slowdown not to knock out at least 9
targets out of 10 (the arrows will be given free of charge by the entertainer). The village has
magic and weapons shops, the mayor's house, a tavern, a prison and several
houses of ordinary citizens. We rob ordinary houses without a twinge of conscience - in the end
After all, we came to save them, and it’s difficult to do this in sneakers. Quest
to clear the mayor's house of necromancer spiders arises by itself, but there
It’s still too early to meddle. We go northeast to the washed-out bridge across the river, take
The barefoot guard has a quest to deliver the boots stolen from him and we climb
underground. We send the aborigines to hell, the contents of the chests and boots - to
inventory. We return the boots to the rightful owner, climb underground again and
We rise to the surface on the other side of the river. Meet Aldwyn
the Conjurer, having thus completed the quest of captain Pepelats, we receive from him
for 30 coins spell Charm. We make our way back to the village through the underground passage
to the magician's house, along the way training in casting Charm and in managing
creatures taken under control. We storm the mayor's house. There are only two spiders:
small and big. The first one receives a staff between the eyes, the second one is taken under
control and is ordered to disappear (Banish). Chatting with the mayor through the window
in the corridor, and the quest is completed. Approaching the southeastern gate of the village,
we receive a quest to clear Mana Mines and leave the location. The warrior needs
run an obstacle course, stay alive and be initiated into
knights. We press all the levers we find, kill everyone we see from
we can easily dodge the rotating spiked things. At the exit we are all
congratulate and sell the knight's first task - to get the engineer out of
dungeons where he was stuck thanks to the breakdown of one of a million gears
his devices. The entrance to the dungeon is in the engineer's house. The biggest
a pair of scorpions can cause trouble below, but the antidotes
occur quite often.

The magician ascends to the Tower of Illusions to meet with Horvath and continue his studies.
From the clerk we turn southeast and go to Horvath’s room. He says
about strange personalities who occasionally appear in the most ancient departments
underground library, and the need to evacuate the Book of
Oblivion and amulet. The entrance to the library is to the left of Horvath's room. Below we see
- the necromancer kills a couple of students and steals the book. Let's run after him
overcoming the barriers of spiders, urchins and bats until we find the thief.
He falls underground and screams: .
We charge mana to the maximum and jump after him. There are hidden things in these caves
six trolls, not counting change. We select the book next to the remains
necromancer - that’s where he belongs. We go to the archivist, and he gives
amulet. We return all the goods to Horvath.

Chapter 3
In the center of the map there is a camp of three merchants (magic, weapons and
clothes), a half-blind old man wanders in the northeast, giving a quest to find
glasses stolen from him (in one of the robbers' houses). After clearing the card
from the bandits and wolves we go southwest to the mines. We find the head of the miners, and
he proposes to release five of his comrades: three on the same floor and
two on the floor below. Each liberated person will have to be dragged along with him to
elevator, making his way through opponents crawling out of the walls. Thick and
slow creatures emit toxic fumes for some time after death
green - try to stay away from these fumes. On the bottom
sometimes there are scorpions on the floor, but, as a rule, they are alone or nearby
there are barrels of gunpowder. We save the miners, don’t forget to chat with them
brigadier, we climb out into the light of day and return to the center of the map, where we already
The captain landed. After a walk through the shops, he throws our
hero to a new arena.

The Warlord sends us to the village of Ix to help the local mayor. The way there lies
through a network of caves and a forest location, in the center of which there are three shops
traders. The mayor will meet us at the village gate and give us a quest to find him
a scepter stolen by a herd of Urchins. Let's gather our courage and stomp on
cemetery where the enemy has dug in - to the northeast of the village, cross the river, from
groups of crystals turn right. Along the way it's worth purchasing from
local tame wolf trainer. You won't be able to control it, but it will
It works well itself. The wolf very successfully chased the urchins through the corridors, until
I didn’t meet any scorpions. Alas, the forces turned out to be unequal. On the -1st floor behind
door, unlocked with a key, there is a valuable club with impact (throws away
enemy back when hit). The mayor's scepter is hidden on the -2nd floor. Ibid.
we find a dying warrior, he manages with the last of his strength to tell about
undeah and the necromancer aunt, and immediately the first skeletons enter the battle.
The breakthrough to the surface goes without complications, the golden key to the gate
you will find in the hall to the northeast of them. Let's go to the mayor's office for a reward. Horvat
sends the magician to his friend - to pick up the Amulet of Teleportation, so as not to
bother us with a long road, suggests using the underground passage,
the entrance to which is covered by a bookcase right behind him. Let's go under
earth, killing spiders, wolves, swordsmen and archers along the way. Enemies
a lot, so don't move too far from the crystals. When they reached
street, then go to the center of the map, to the magician's house. We find him in the basement
slightly dead. Naturally, there is no amulet. In the basement there is an entrance to
dungeon - we clear it and return to the house, where a group attacks us
bandits. After the battle, we climb underground through a hole north of the house and, having fought
with bandits and a bunch of scorpions, we get to the house and report to Horvath.

Weapon
Class restrictions do not apply to only two types of weapons:
the simplest staves and a halberd, which under no circumstances will be knocked out of
your hands (!) and transforming before the general battle in the tenth chapter
in the Staff of Oblivion superstaff. Regular, long and two-handed swords from different
metals, maces, axes, war hammers, throwing stars-shurikens and
chakrums flying on the boomerang principle are available only to warriors. Only
Conjurers can use bows, crossbows and the Force of Nature staff
Staff, which has no more than five charges, but in the battle in the tenth chapter it is superfluous
will not be. Finally, only magicians know which pimp to press on lightning and
built fireball staves. Wield the primitive staff Sulphurous
Shower and a single-barreled fireball staff can be used by both magicians and
Conjurers, although in practice both staves are useless. As a rule, a manual
weapon (if it is a NON-shooting staff) has additional bells and whistles
Enchantments: increasing damage done (Poison, Fire, Shock),
throwing the enemy back upon impact (Impact), sucking life from the victim
(Vampirism), causing a stupor (Stun). When there are a lot of enemies, it makes sense
take weapons with Impact. If zombies are attacking, then take something with
Fire. Hammers and axes are pretty slow things, so when enemies
a lot, it’s better for a warrior to choose something easier. But, for example, in a battle against
A one-on-one robot battle hammer will be just right. Conjurer infrequently
brings things to a close fight. As a rule, he forces people to go ahead
animals, and he practices shooting. IN as a last resort, he (like the magician)
will hit an enemy who gets too close with a simple staff. Mage in this game
forced to rely on magic and quick feet.

Chapter 4
In this location there was a continuous battalion commander all the way, and I lost count of how many
once the hero descended to a lower level. The main feature of the level is to kill zombies
it is necessary with fire, otherwise they will lie and lie and get up. Burning is best
spell Burn (you will find it here) or at local braziers. At this level
We will meet Hecuba for the first time, but she will run away (the girl was probably shy),
leaving his crooked henchman to fight in his place - the first serious
enemy. A little later you will meet the second one. This is a cool barbarian warrior, dunk
which succeeded with the participation of a bomber jacket, a pixie and desperate waving
staff. He left behind excellent things, only at the time they
only to warriors. Someday you will definitely come across a room in the center
which lies a fireball staff, and around the whole floor is covered
trap cracks. I reached the staff platform along the top wall,
and then jumped at the closest place. The third cool guy, this time it's
there was a Keeper of Souls wizard, standing at the very end of the level and firing from
lightning staff - shot with a bow without any problems. Barely alive, I stood up
to the elevator, and the chapter ended.

The captain takes us to the Field of Valor and orders us to explore
multi-story tomb. Make sure you have a sword with fire in your arsenal
or at least fire shurikens - they are needed to burn zombies. In everything
the dungeon has only three noteworthy enemies: a necromancer,
who covered Hecuba's retreat, the barbarian and mage Keeper of Souls. The barbarian is killed in
during a simple exchange of blows, you have to constantly run after the other two and
poke them in the side with a knife so they can’t catch their breath and cast
some kind of nasty thing. A good piece of chain mail lies in a room with cracked floors.
You can get it by jumping first to the far wall, then as close as possible
approach the platform with the chain mail and jump onto it without a running start (this is for
certainty - a take-off run is impossible there). At the exit from the tomb we hear
carried out by one person and the order of the captain
kill the ogres.

The tomb on Field of Valor is a real pain in the ass. Zombie
shoot with fire spells, and only work on skeletons
fireballs, since they cover themselves with shields from Missiles of Magic, radishes.
If you use Swap, you can avoid many long transitions, especially where
where are the two keys? We fry the Necromancer and Keeper of Souls with fireballs,
barbarian warrior can only be crushed with homing Missiles of Magic, since
he constantly has to run in circles, recharging on the go from
crystals, and there is no time to aim. In a room with cracks in the floor
there is a spellbook (how to get there, see above). The captain transferred us to
the other front is against the dispersed ogres. Old man Horvath appears
asks to find and take away the Amulet of Teleportation from the ogres. We break into
village and help local residents finish off huge green creatures
colors, armed with large axes. Judging by the details of their clothing, all ogres were
female. Why did it happen? In the village we sell unnecessary junk and repair weapons
and armor, we complete the quest of the gardener and his wolf wife (bring from home
at the other end of the village is his favorite staff), we go west and further to
north. There is a fortified ogres camp there, underground too
there are some rooms and corridors full of scorpions, bats and
bears. Scorpions die well from a couple of arrows, bears make sense
charm and send on an independent hunt. I got caught somewhere
fail, so I first wandered around the caves, and then crawled out in the rear
camps. The toughest of the ogres jumps out of the building with horns, but falls under
a hail of arrows. The desired amulet is hidden in this house, after which it is removed
you can return to the village to receive XP and a spell from Horvath’s hands
Infravision.

We clear the village of Brin from ogres. There aren't many of them there, and the locals don't mind
take up axes and bows. In one of the houses, Matilda grieves about what was stolen
ogre's cloak of her father. Against the backdrop of a half-destroyed, half-burned village, this
the loss will not be significant, but it is better to complete this mini-quest: exit
from the city, take two steps west to the docks, kill a couple of ogres and return
cape for the owner. We replenish supplies, repair weapons and head north to the camp
ogres. Before releasing the girls from captivity, everyone should be killed
opponents so that the journey home goes without complications. Six girls in a crowd
running after our hero resemble the harem of Comrade Sukhov. We lead
released until we meet the captain.

The captain is unhappy with our stay in the tomb for too long. He himself
He sat in his pepelats and played the fool, and below we waved with the undeads.
In short, the ogres captured Horvath himself and imprisoned everyone in the same camp for
north. On the way to the village you will meet wolves and ogres - work for Missiles of
Magic and Fireballs. We clear the village itself and in one of the houses, in its northern
parts, we find a man begging to save his beloved toad, who is dying in
fire in the next room. I have never seen such wild quests in any game before.
saw. We fill the fire with water from the barrels, click on the frog, and it jumps after
us. Make sure that she jumps on the owner - only then the quest will be completed
be considered completed. We're going north. We shoot all the ogres on
the camp grounds as we see them. You can even match up with one of them,
to clear a few more houses, but there won't be much benefit from it.
We go northwest from the entrance and go down underground, and from there
We make our way into the room under the camp and climb out to the surface. Old man
found in the right room of the main camp building. We free him and
we take you home.

Chapter 6
The captain sends us to defend the fortress, which was attacked by the army.
andedov. After breaking into the fortress territory, we are joined by two
good fellows who readily suppress any resistance, although if
I didn’t yawn, then two more would have remained alive and joined the detachment. Us
All that remains is to occasionally shoot arrows at particularly ardent supporters of Hecuba -
little gnarled necromancers casting something nasty. When
there is a lull, we collect armor and weapons scattered everywhere and sell them
them at your local store. There is a platoon of undead in the north. Their density
so great that it begs the casting of Meteors. A few pieces and
there are no undeads. We fly into the gate, clear the lava moat around the fortress, its
first floor and basement. As a result, my army has increased to six people, my
the hero was seventh. All rooms and halls were cleaned one by one
same scenario: the hero opens the door, six warriors with joyful
They carry him inside with screams and easily crush all enemies. If
somewhere keys are required, they are hidden in the nearest rooms - the entire level
no need to rummage. So we get to the hall with the warlord Horrendous and
four Fire Knights (like ours). Warlord shouts threats into the air
addressed to Hecuba, and she, oddly enough, arrives in the hall with one
a necromancer and a pack of undeads in the background. With five spells she brings down
warlord and his guards, the necromancer takes a cool halberd, and a couple
winds up. The undeads remaining in the hall receive showers from Meteors, and we
All that remains is to pick up the belongings of the fallen guards. We're falling through the north
through the floor and at the end of the path we catch up with the bastard necromancer. Six of my warriors
they chased him throughout the dungeon until they pushed him into the farthest corner and
They chopped him into pieces in half an hour. The halberd and victory went to
the strongest. Almost everything is similar to the conjurer passage. What caught my eye
only two differences: the two original traveling companions decided to stay in the fortress
(although later a whole herd of volunteer helpers will still join), and
instead of a meteor shower, a platoon of undeads was covering the transition from one part
fortresses to another, I had to throw shurikens at them. With a necromancer
stole the halberd, there was a slight hitch - for some reason they almost died
all my comrades-in-arms, but the end justified the means.

Playing as a mage is very different. No one fortress Dun Mir
attacks, but these stubborn warriors really don’t like wizards, so
the halberd must be stolen. The captain issues three new spells: Invisibility,
Lock and Trigger Trap. First of all, we make our way through the sewer into the fortress.
This takes a hell of a long time as the guards react nervously
every noise. Engaging in battle with everyone is a tedious task, and it is better to be careful,
hiding from their eyes with the Invisibility spell, sneak past. Sometimes it works with
innocently put the warrior under a roller with spikes. We get out into the fortress
behind the house of a merchant who claims that the throne room contains
a couple of captive wizards, ready to join us if necessary. In
there are too many warriors in the inner courtyard of the fortress, and to the main building (on
north in the lava lake) you have to go without a fight. You can afford to interrupt
external security of the house, some of them even manage to do it on their own
jump into the fire. Probably all the way to the north corner of the second floor of the building
I had to do it quietly, using the three spells given out at the beginning of the chapter, but I
could not resist and in a slow but sure style incinerated everyone he met
a couple of fireballs. In the throne room we kill the warlord and a couple of knights, fortunately
There are a lot of crystals here. Exiting the hall ends the chapter.

Chapter 7
The captain transfers us to lift the siege from Horvath's Tower of Illusions, staged
ogres and demons teleported by Hecuba. First, let's go around everything
shops in the city and buy armor with resistance to fire - it will help against
demons. If you don’t want to spend money, then use the spell Resist from Fire.
The first floor is inhabited by simple ogres and shuriken throwers. Probably here too
it made sense to recruit a team, as in the last chapter, but discipline the local
I wasn’t able to instill magicians, so at most one of them was hanging out nearby
tribe. Fire demons appear on the second floor, but this will help
one of the magicians, who successfully hid from enemy fire in a protective sphere.
On the third floor there is also one conscious magician, or rather, there are two of them, but one
died after I used Toxic Cloud (the spell works very well against
demons). Uppps. After entering the teleporter on the third floor, the way back
is cut off and is left to fight his way to the fifth floor. Horvath enters
into battle with Hecuba, but dies. We quietly take Heart of Nox, and
another round is upon us. I had barely entered the city when some unarmed
the idiot started smashing his fists on my armor. To hell with it, but lose
two hits per hit is too much. I hit him in the eye with an ax, but didn't kill him.
(sorry), after which he was taken to prison without offering resistance
to the warden (or maybe he should have?..). The cellmate advised me to move
bed and dive into the underground passage. The move led us to one guy who
promised to give a good shield in exchange for the release of our
virtue. We return to the prison (southeast of the city), take the key from
box next to the warden's desk, free the man, go after him and
we receive a reward. Now you can run around all the shops and buy more
shuriken. We go to the Tower of Illusions and discover that, unlike
conjurer option, no ogres attack. On the contrary, gray stumps in
They decided to shake off the wizard's robes and pounced on me!
The best tactic turned out to be the following: place the halberd as the first weapon
(all other types of weapons, and sometimes armor, are torn out by enemy
spells), shurikens - second. Shurikens are always good, as the hero
is thrown with them at the speed of a machine gun, and the victim throws the skates very
fast. It’s good to hit with a halberd from around the corner or standing opposite the door, or
drive the wizards along the corridors and poke them with this halberd in a lower place
backs. Some can be driven under the laser, it’s just a pity that there is only one for the whole
Tower. If magicians often teleport through floor (!) teleporters, then
you can notice the place where they arise (as a rule, there the floor is slightly
charred), and catch them the moment they appear. Step by step we make our way to the fifth
floor, where we fight with a very decent magician. Heart of Nox is ours. Someone
suggested stunning mages with War Cry, then with Harpoon
pull one of them towards you and chop it into pieces with whatever God sent. Working with
ability I mastered poorly, so there was no chance to evaluate this tactic.

We go to the Tower to see Horvath - his room is on the first floor in the southeast - and
we jump into the teleporter. We take Heart of Nox, but when we try to step into
teleporter appears Hecuba - kills the old magician and sends us to
The Underworld (that is, then everything will go differently than with the Warrior and Conjurer). From
The opponents here are mostly imps. It’s not worth hitting them with a halberd, because
At the moment of death, imps explode and can cause some damage. Let's jump with
one island in the middle of a sea of ​​lava to another and go up one floor
four. As a result, we will find a dilapidated house or complex of buildings. In the north
there is a teleporter from him that takes us to visit the big red one
the demon Kylerean and a crowd of small but nasty imps. There are a lot of crystals here
are a dime a dozen, so you can even use something as exotic as Wall. Missiles of
Arrows kill imps, a halberd kills a large demon (its fire spells are not
take). True, the demon often casts Slow, but you can either dispel,
or cast Haste. We jump into the teleporter in the center of the location.

Chapter 8
Before the assault on Temple of Ix, the captain issues the spell Summon Creature. Let's go to
village, visit shops and, most importantly, a magic shop. You need to buy it
all the scrolls you don't have, and especially Bear Grizzly. After this the assault
the castle turns into a relatively easy walk, as you either charm
encountered grizzly bears, or summon through Summon Creature. Pair
These bears will become very good protection. When you go through sections,
through which animals cannot get over (where there are holes in the floor), then you
You evaporate old bears, and out of the blue you bring together new ones. At the end
level, find the required beast and hand it the halberd. In the box next to
its pool don't forget to take the Stone Golem scroll. The captain will be waiting for you
there, leaving at the beginning of the chapter.

The level configuration is the same as when passing through the conjurer, the only changes are
in tactics. Beholders are killed by bursts of 5-7 shuriken, two stone
the golems were eventually eliminated by running around them, accompanied by streams of
all the same shurikens. How realistic is it to cope with both
using only hand weapons, unknown to me - all my attempts
failed. We buy goods, run to the northeast to Aldwyn (the house behind
river) to take the keys to castle Ix. Beholders are very easy to install
fireballs, the rest need Missiles of Magic. Be careful,
using Missiles of Magic in the forest where round plants grow - arrows
they rush around like crazy and can make holes in the balls, and once again they will not be poisoned
for what. Mimics cause the biggest problems and only die from
several fireballs, which is why when meeting them it is advisable to have a full
manu. Dismantling the golems at the end was a great success: either on the left or on
The Wall was being built on the right edge, and stone monsters were being fired at from the sides
fireballs and Missiles of Magic.

Armors
The most common costume consists of simple pants, a shirt, boots, a helmet, and
also all types of raincoats, even the coolest ones. For all other details
class restrictions are imposed. Mages can supplement or upgrade
your wardrobe with robes, special helmets and boots. Warriors and Conjurers can
put on a chest armor or tunic, armlets and advanced versions
other details. In my opinion, everyone can pick up a shield, although it’s too much for a magician
the benefit is small. Most items of clothing have their own enchantments, with
this part is highlighted in color: light (Light), motion accelerator (Haste -
yellow), Fire Protection - red, poison (Poison Protection
- dark green) or electricity (Shock Protection - blue),
recovery of hits (Regeneration - light green).

Chapter 9
We have to go through swamps inhabited by undeads,
predator plants, stink plants and electric lightning.
The contingent of opponents uniquely determines the ally - the golem. He can
be only one, but his complete (!) insensitivity to poison and
electricity will play a huge role. True, the golem often fell under
ground, but by the time I descended there there were only corpses. In one place
two girls with wings decided to organize an ambush, blocking the road with three
instantly respawning predatory plants on one side and attacking from
another. The golem immediately died on the plants, and I, having accidentally discovered how
speed up crossbow reloading (click on the weapon change button twice -
it will take much less time than a simple recharge), everyone is successful
shot. Somewhere in the middle, the house of Mordvin, the wizard’s brother, was discovered
Eldvina. a kind person simply handed us a good new crossbow and
hinted at the usefulness of removing the ogre border post located somewhere
in the north. On the way to it we find a Byzanti shop and free one
a man from captivity of ogres (this camp is southeast of the shop, but in order
to get there, you have to go back a little). Passage to the northern post
ogres, where you need to take the former prisoner, is located to the left of the shop sign
Byzanti. In one of the houses of the post there is a downhill elevator. On floors with facial expressions
(black spiders with an eye on a leg and three hundred hits) forward is better
send a golem, and shoot from a crossbow. Someday you'll get to
level, where six cells are located in a circle (two with scorpions, four with
facial expressions). We shoot their residents so as not to stand on the plates in
floor, otherwise the cells will open. We go upstairs, DO NOT open the chests -
there are mimics, we are looking for the shop of a merchant who has forgotten something in this hole,
and go outside. We save Cain from the wolves by sharing the ear with him. Three
the necromancer, with the support of zombies, tried to set a trap, but they had not yet
They finished giggling disgustingly when the Fist of Vengeance hit them from above.
Minor skirmishes with wolves and skeletons happened constantly. I'm in the merchant's shop
bought a scroll of black wolves and some armor, and north of that
place lay the treasured entrance to the Land of the Dead.
Well, here we are: a swamp up to our ears. Prepare your fiery sword, there's a lot here
zombie What and where is here is described by conjurer. Electrical
Will o Wisp balls turned out to be harmless, they allowed you to walk nearby
and on random hits they were not offended. Advanced zombies all the time
They tried to poison me with something, so I had to use a trick. Ladies with wings and carnivorous plants are merciless
were shot with shurikens, everyone else (except zombies) was like flies,
died from the halberd. I was especially pleased with the speed of killing the mimics and
necromancers, occasionally encountered in the snowy valley. In the swamp it is necessary
find Mordvin's house and the ogres' outpost (the outpost is the place where the prisoner sits
in the pen), then drag the prisoner north - he himself knows when to
unhook. Since there are a lot of undeads here, it’s worth buying from the Byzanti merchant
spell Dispell Undead. Girls with wings, mass concentrations of zombies,
predator plants and other living creatures were exterminated by fireballs beautifully and
reliable. In addition, I had a three-barreled fireball staff with
self-repairing ammunition, which made life unbearable for enemies.
We jump into the hatch at the ogre outpost and stomp to the snowy plain, as written
at Conjurer's. It is convenient to fence yourself off from oncoming mimics with Wall, then
take it down, shoot fireballs and build it again. Zero hit losses
This is especially true for a room with 5-6 alternately rising
sectors with stakes (immediately after descending on the elevator to the next floor) and in
the place where the entire floor is covered in cracks and the hero falls through the screen
3-4. Plains undeads and necromancers are destroyed by fireballs.

Chapter 10
We won’t know where our travel companion Cain went, and we’ll have to go to
alone, except for the anonymous animals. After a while
you will come to a T-junction with very long side corridors (you
come up from below). On the left there will be a door requiring a ruby ​​key, on the right -
gold. The Golden Key is obtained in rooms with teleporters (at the end of the left
corridor), ruby ​​key - at the end of the right corridor and down. However
the ruby ​​key is guarded by a very cool enemy warrior with an ax, blow
which takes more than a hundred hits. If there is no mana and he is chasing you, then
run around the tomb, gradually recharging from the crystals, and then
Summon a Golem or Mimic. The latter will be able to poison the enemy, although if
take into account the number of his hit points and the vampiric sword, then the effect of the poison will be zero.
While the enemy is taking your beast apart, run to the far end of the room
and from there you can relatively calmly send summonymous creatures one at a time
another. But this can go on for a long time, so after the enemy
will finish off your next creation and get up, not seeing you, you walk slowly
towards it and, as soon as it appears on the screen, plant
Fist of Vengeance or shoot with a crossbow (this is worse). He starts again
run after you, but you already know how to break away from him. After use
Both keys at the former T-intersection will open a passage to the top. Least,
three times on this level you will see through loopholes in inaccessible rooms
red buttons - they are perfectly pressed with throwing weapons. Ahead
there will be two more cool warriors (in a room with dozens of tombs and in a room with
four button plates on the floor) and several mechanical warriors
(they are met by a golem, they are achieved by Fist). In the hall with black candles there is
two lasers: double (there are two more holes in the floor in front of it) and single. Single
turns off in the south, plus the blue idol is taken there. Let's go where it went out
single laser, and get the red idol (in the hall with the rotating laser
just run clockwise - all the enemies will chase you and hit you
under the beam). We install both idols in the holes intended for them (not
mix up the colors) and the dual laser goes out. The interesting part starts there
hall where four double-sided laser systems operate simultaneously.
Please note that they rotate at different speeds. Turn off the lasers
we release a couple of robots and several smaller opponents and burn them
everyone on lasers. Save before going northeast and do
golem. Behind it you will find glowing garbage and collect Staff of Oblivion -
staff with automatic supply of cartridges. Hecuba will meet you and throw you into
attack by a huge army of undeads, robots and flying little things. Can be assembled
there are more enemies around you and you can burn them with your staff, you can constantly sum
golems, use up the ammunition of the Staff of Nature staff, shoot everything
moving from a crossbow. An attempt to break through by running is doomed to failure, since
The enemy uses Stun.

Same level, different problems. Pick up a couple of swords with
impact and fire, since, firstly, more has been prepared for the warrior
zombie, and secondly, a sword with impact is ideal in battle against tough warriors in
Fire armor - they simply won’t have time to hit you even once. Robots successfully
suppressed by shurikens or halberds in close combat. Compared with
conjurer added one robot (to the room with the red idol) and one cool one
warrior (into the hall with black candles in front of the double laser). Combat after
Staff of Oblivion builds become easier than conjurer's. First wave
the attackers are extinguished by the staff, swords with impact and fire. Shuriken is worth
save for enemy wizards in red shirts - use of manual
weapons against them had a chronically bad effect on my health. Jump in
gate did not lead to the movement of ogres into the village, as happened with
conjurer"om, and to the next chapter. Before that, I advise you to put on everything
fireproof armor and pick up a two-handed weapon.

Everything is the same as Conjurer, the differences are in the weapons used. Gargoyles
We hit from afar with arrows or Fireball to cover several targets at once.
The first serious fight promised to take place with a man in Fire armor,
guarding the ruby ​​key. One blow from his hammer was guaranteed to kill
hero, but what saved me was that the hammer is a slow weapon, and my hero was wearing
felt boots with heist. Fireball managed to hit only once, when the tomb
opened it, then I ran strictly around the perimeter of the room, grabbing a little bit
mana from crystals and shooting Missiles of Magic. Long, but reliable. At
meeting with the robot, it turned out that he was indifferent to Fireballs, and had to
hammer him with Missiles of Magic while running in circles. The second cool warrior in the hall with
the tombs can be completely ignored, but I still went there,
cleared the place for the battle with his staff (broke some of the sarcophagi), placed
in the middle of the Wall so that the enemy runs honestly and doesn’t cut corners. Some
the warrior ran after me for a while, I shot back with arrows, and then he failed
into one of the holes in the floor, and I never saw him again. In a hall with black candles and
a third warrior in fire armor appears in the pits for idols, but he is beaten to
it's just funny: run along the edge of the corridor with traps back and forth, and
the enemy will soon die from arrows. By the way, those three unreachable buttons that
two other characters press shurikens and arrows, the Mage presses
Fireball. While going after the blue idol, you will definitely go through
a small room with four blue tiles on the floor (this is the room you are from)
teleport to the idol), releasing two red undeads, a necromancer
and the fourth cool warrior. You can score the one who originally hung out in this
hall of the red undead and step into the teleporter, as the battle with the others
will take a lot of energy and mana. Blue idol is guarded by a robot, fight tactics
see above. In a room with four rotating lasers, the Magician is very dexterous
can use Wall: it will save itself and burn all enemies without any problems.
The advancing Magician definitely puts down the first wave with a new staff, robots -
running around the Missiles of Magic shooting pool, and when it's safe,
and from lightning staffs. All the remaining ones are finished off with fireballs. The main thing is not
summon too many enemies at once.Chapter 11 (varies for
everyone) Conjurer finds himself in a stinking ogre village, where Hecuba throws
fight the entire local population. There are only ten of them, and they die very quickly,
especially if you are not standing still. Teleport to the chief's lair
enemy. With the spell Blink you could find him at least twice on
the last meters of the distance - penetrate through the bars. For a while
it’s worth sending kamikaze golems forward so they kill the partygoers
ogres there and reduced the number of demons to a minimum. Further tactics: 1)
blinked; 2) if they saw Hecuba, they shot from a crossbow and fucked
Fist or your favorite spell; 3) see point 1. Don’t forget to sum
golem, although after a certain point there will be little threat to it. IN
for a moment the aunty relaxed, and I shamelessly
took advantage - three arrows, two Fists. Happy End: showing the latest
mutual throwing of the main character and Hecuba, after which the American boy
in a T-shirt and an old captain in a cocked hat sit down to watch TV on
airship deck.

We jump into the teleporter to get off the island. We run back to a quiet corner (such
there are four of them on the ground), we are lying in wait for a large red demon
Kylerean" and chop it into pieces. Next we need to somehow catch Madame. Run after
it is useless to go along the outer perimeter, I preferred to cross to
central island and fish there. Due to limited space
The last battle took much less time than the conjurer's final.
I killed Hecuba with a non-impact (!) two-handed weapon. The hero who defeated the world's Evil
sucked into the hole between worlds and, slightly spoiled, delivered to the sofa
into his trailer. Picture: people lying, all black, hair on end, eyes
crawled out of their sockets, the T-shirt looked like it was put on a hedgehog, in your hand - or
someone's spine, or that beast from the staff, and a woman's voice behind the scenes
asks: “Darling, do you smoke?” Debilz.

The magician is transferred to a good place, where teleporting spells are found
character. We get out of the first cell via Teleport, but do not jump right away
into the floor teleporter, and clean out the secret room behind it. We take away the spell
from the second room and rush into battle. We are confronted by Hecuba and six
vile red undeads. We run in a circle, shooting back with Fireballs and
making a save after every successful hit. When the number of assistants is reduced
to 1-2, Hecuba will escape through the teleporter, but we can easily finish off
remaining defenders. We jump into the teleporter and are transported to the entrance to Land
of Dead (end of chapter 9), where Hecuba makes a speech: “Everyone is a Saxon, I am alone
rulez". As a sign of agreement, we send several Fireballs to her forehead and
pour out the rest of the ammo from the Staff of Oblivion. Watch a cartoon about baseball
magic and a white fluffy girl, who actually was Hecuba. Such
affairs. Game Over

There are a total of 33 chapter-stages in the game: eleven for each hero. Unfortunately, these chapters sometimes repeat each other, since they take place in the same area, with the same enemies. All three classes, for example, will have the opportunity to visit the undead abode of Field of Valor. If there are differences, they relate to the location of things (for a magician, there is a book with a spell in the house, and a conjurer will find an ordinary staff in the same place). However, what’s nice is that the endings for all the heroes are different, the magician got an especially colorful one.

Don't forget that the world is quite interactive, and take advantage of this: move cobblestones onto slabs with traps to disarm them, and push barrels of water to extinguish the flames.

Nox uses a system of honest tracking of what the hero can see and what he does not notice due to various obstacles. Therefore, look around sometimes: this is how you can really avoid opponents sneaking up from behind.

The game is completely linear. In Revenant or Diablo, you could always go back a little to hunt monsters and earn XP with money. This is not the case: there is almost never a way back. If you are not able to shell out several thousand for a very, very advanced item or spell (well, you couldn't find a stash with a million gold!), then you will never buy it. In the future, there is a chance that you will be a little lucky and you will find this item in the chest, but you shouldn’t hope for it too much. I strongly advise the magician to buy all the books with spells on sale, and the conjurer is also required to look for Beast Scroll in the shop to charm monsters. Spend the remaining money on repairs - buying completely new things will cost more. At the same time, it is important to promptly remove things that are about to break or completely deteriorate.

The favorite weapon of a magician and conjurer is a staff: first a simple one, and then a Staff of Oblivion staff, regardless of what state it is in. Conjurer is still capable of shooting with a bow, but only if the enemy is at a decent distance and you know that there is a long enough gap between shots. The latter especially applies to the crossbow.

By choosing a class, you thereby determine the values ​​of your speed, strength, mana and hit points. Everything is clear with the last two indicators, but strength affects the level of damage caused by a weapon, while speed determines not only the speed of movement, but also attacks.

Slowly, with increasing levels, these indicators will automatically increase, but for all classes it is different. For a mage, for the most part, only the maximum mana will increase, for a conjurer - all characteristics at the same time, for a warrior - only strength, speed and hit points.

In order for the hero to run, you need to move the cursor as far as possible. If you need to walk calmly, then the mouse cursor should be nearby.

There are times when you have to deal with a huge crowd of zombies, all in order to get another hundred or two gold. Zombies are actually not weak opponents - some time after a “simple” kill, they come to life again and attack. The only way to stop these undead is to burn them! The warrior will need a fiery sword Sword of Embers, the conjurer will use a fiery spell like Burn. Just use it on a temporarily incapacitated zombie and it will fry. The magician does not need to mess around with Burn; his Magic Missile is already strong enough to incinerate dying undead.

Cities, villages and castles in the game world are quite populated: a lot of people walk back and forth, from most of whom you will receive one or two phrases. Well, of course, it is advisable to go into every house, look into every room: you will be very surprised when you count how many useful things you will find thanks to such exploratory behavior. In cities, steal everything that is bad. None of the characters will object.

Try selling the same item to different merchants: it is not necessary that you will get more money from the gunsmith for a specific metal shield.

For a magician, the quality of the things he wears is not so important: if he fails to kill a serious enemy at a distance, then he will have to suffer in any case. Conjurers also tend to keep their distance, sending beasts forward and blasting the enemy with arrows and ranged spells.

The funniest thing is that all the things that are inaccessible to the hero will still be found in stores and fall out of defeated monsters. There's nothing you can do about it: to see them in action, you'll have to try other classes.

MAGIC

All spells appear from books: purchased, found or received along the way storyline. This is in single player; in multiplayer you already know all the magic.

Typically, spells are divided into those that are available only to the magician or only to the conjurer, but there are also several common ones, such as Lesser Heal, Slow, Blink.

Spellcasting typically requires mana, and some spells can use magical energy for the duration. Lightning lasts until you press the key responsible for it or you run out of mana. To prevent this from happening at the same time as the lightning, drink blue bubbles!

Mana is also restored using special crystals with glowing runes. Just get closer to them, and the mana level will skyrocket. As a rule, the supply of magical energy in crystals is limited, but they are recharged over time, after which they can and should be used again. You don’t have to wait for a full recharge (that’s 30 seconds!) – you can pump out the mana that has already accumulated. By the way, the Drain Mana spell allows you to use crystals at a distance, and several at the same time.

The strength, that is, the level of a particular spell, directly depends on the number of books read on it. For example, a fireball of the second level flies faster and covers a larger area. And lightning will strike not only one target, but several at once. As a rule, all spells are limited to three levels.

All the most important spells, naturally, are in the first, active “belt”. Its second tier is best filled with slightly less practical in battle, but still necessary spells, such as protective spells or those acting against a certain type of monster.

Spells that require targeting (Force of Nature and Death Ray) are best cast at large and clumsy creatures such as golems and beholders. There is a very high chance of missing the small and nimble ones - unless, of course, you slow them down (Slow) or stun them (Stun).

One of the most convenient ways to quickly and accurately kill monsters and unfriendly characters is the combination of Stun and a powerful staff. It's useful to circle an enemy in loops (deviating periodically to recharge at a nearby crystal) and cast a cantrip that doesn't require targeting. For the magician it is Magic Missile, for the conjurer it is Pixie Swarm.

WARRIOR

When playing as a warrior, you'll often save up money for a new cool-looking armor or axe, but as soon as you buy it, you'll almost immediately find out that it will deteriorate just as quickly as everything you had before. This is not Diablo, I remind you that you cannot use Town Portal and fix everything. You will have to carry around a lot of half-damaged uniforms, and in the future it will turn out that you simply won’t have enough money for all the repairs.

Take care of treatment bottles and always have a supply of food. A warrior, like a magician or conjurer, cannot simply find the nearest mana crystal and quickly restore his health! That is why this character is the most difficult to play; first practice as a conjurer and a magician.

It is not so difficult for a fighter to deal with computer-controlled magicians: it is enough to see such an enemy and run into the next room to lure him out. Stand right in front of the door and, as soon as the sorcerer opens it, do Berserk. Run back to another room and repeat the procedure.

If a warrior calmly stands in one place and holds a shield in his hands, then he is able to reflect some of the attacking spells back to the sorcerer.

The warrior has no mana at all, but he has five unique abilities that do not require any costs and are automatically recharged after each use. The image of a skill that has already been used will be dimmed until it is available again.

Berserker Charge

Abbreviated as Berserk. The warrior accelerates twice and runs at the enemy, swooping down and causing double damage to the unfortunate person. If you run past while this ability is active (or the enemy manages to dodge), you can crash into a wall or column. In this case, get ready to have your hit points reduced and be stunned for a couple of seconds.

Warcry

All opponents within a fairly wide radius of the fighter are stunned for several seconds and lose orientation. While they are in such a difficult state, it is advisable for the warrior to use Berserk or Harpoon.

Harpoon

The warrior throws a harpoon, catching any creature and pulling it towards him to chop it in close combat. Good move will use the ability to drag the enemy through a section of lava. To stop an enemy bomber in multiplayer, also throw a harpoon at him, having stunned the creature in advance using Warcry.

Eye of the Wolf

Temporary infravision, with the help of which all invisible creatures and objects are visible: magicians and traps, respectively. Well, the dark area becomes noticeably lighter.

Tread Lightly

Another temporary increase in martial art - allows you to walk directly through an area booby-trapped without causing them to explode. With the help of this ability, it is sometimes possible to sneak up on enemies who are not looking around.

CONJURER

Always have with you, in Escort mode, a maximum of teammates who can fire at enemies from a distance. These are both Urchins and Ember Demons. There is also a mode – destruction-Banish, which is very useful if you need to quickly get rid of a teammate. The third useful behavior mode, Hunt, forces your charges to run wildly in search of any opponents.

When using magic like Meteor, Force of Nature, Fist of Vengeance, you must first stun the enemy with the Stun spell. Be sure to have Pixie Swarm ready: it is also needed in multiplayer to destroy bombers.

Always keep Lesser Heal on hand and be ready to use it at a moment's notice. If you find yourself next to a mana crystal, then turn on Greater Heal. It is also useful to be able to quickly use Blink if they start to actively Stun you or enemy bombers are about to approach.

It is better to use protective magic and call for support near mana crystals in order to immediately restore the expended magical energy.

The best way to summon bombers is with the Stun/Fist of Vengeance set.

In multiplayer, you don’t need to try to Charm a competitor’s bomber rushing towards you - it’s better to just stun him and shoot him with a crossbow. However, there is one trick... If you, an enemy bomber and a rival conjurer are on the same game screen, then Stun will not affect the bomber, but the rival hero!

All creatures are different in size, and the larger they are, the less of them you can carry with you. Thus, a conjurer is able to enchant and have as his companions either four small creatures, or two medium-sized creatures, or one giant like a golem.

Name Mana Description
Blink 10
Burn (K) 10 Flash of flame
Charm Creature 10 Charm a creature whose Beast Scroll you have already received
Counterspell 20
Cure Poison 30 Complete relief from poisoning
Fist of Vengeance (K) 60 A stone superfist falling from above with a slight delay
Force of Nature (K) 60 A light green ball destroys enemies caught under it
Greater Heal ** While you stand still, your health is restored using mana.
Infravision 30 Infravision allows you to see invisible people
Lesser Heal 30
Light 10 Area lighting
Meteor (K) 30 Fireball falling from the sky
Moonglow 10
Pixie Swarm 30 Escort of fireflies that themselves attack any enemy
Poison 10 Poisoning the creature closest to you
Protect from Fire 30 Temporary fire protection
Protect from Poison 30 Temporary protection from poison
Protect from Shock 30
Slow 10
Stun 10 Stuns the enemy for a couple of moments
Tag 10 Peephole, sticks to the enemy and tracks his movements on the map
Toxic Cloud (K) 60 Poison Cloud: good range and also poisons
Vampirism 20 Causing damage to an enemy temporarily restores health
Name Size Mana Life Description
Bat Small 15 35 Simple bat
Black Bear Average 60 90 Bear
Grizzly Bear Average 60 120 A stronger bear
Beholder Big 60 250 Attacks with yellow lightning
Plant Big 30 100 Bloodthirsty plant, standing still
Ember Demon Average 60 30 They throw fireballs and explode
Gargoyle Average 60 40 Accurate shooters, good at dodging
Ghost Small 15 40 The blow temporarily paralyzes
Giant Leech Small 30 60 Black leech living in water
Stone Golem Big 85 280 Golems: slow but strong
Mechanical Golem Big 85 280 Faster than just golems
Imp Small 30 25 Blue demon spits fire
Mechanical Flyer Small 30 40 Arrows
Mimic Big 85 300 Pretending to be a chest of money
Ogre Average 60 120 Huge ogre, but not very strong
Ogre Lord Average 85 130 More resilient, throw shurikens
Ogress Average 30 60 Armed with axes
Scorpion Average 60 110 Large scorpion, poisons
Shade Average 30 80 Dark ghosts, hard to spot them
Skeleton Average 30 190 Skeleton
Skeleton Lord Average 60 100 More protected than regular skeletons
Spider Average 30 80 Black spider that can poison
Small Spider Small 15 25 Weak spider
Cave Spider Average 30 60 Poisons
Small Cave Spider Small 15 25 Weak spider
Spitting Spider Average 30 70 Spit a web that slows down the hero
Troll Average 30 80 Releases a poisonous cloud upon death
Urchin Small 30 40 Dwarf throwing stones
Wasp Small 15 15 Wasp can poison
Will'o'Wisp Big 60 50 Glowing balls of light are dangerous
Wolf Average 30 40 Wolves, fast and dangerous
Black Wolf Average 30 75 Black wolfs
White Wolf Average 30 60 White Wolfs
Zombie Average 30 75 Indestructible, but can be burned
Vile Zombie Average 60 150 May poison

MAG

Always wear boots with the Haste spell or speed up yourself with the appropriate magic. Slow down serious and fast enemies with Slow, it lasts much longer than a simple Stun. Strike a suspended enemy with lightning or spells that require aiming.

Before throwing fireballs (Fireball), be sure that you will hit! They, of course, cause quite a bit of damage, but, on the other hand, they waste a lot of mana.

Once you get the Force Field spell, always have it on. Add more Shock in the near future. With a combination of these two spells, you will receive 4-5 hit points of damage, and the enemy - about 20-35!

Try to always remain invisible, but in this state always walk (don’t run!) and don’t come face to face with the enemies looking for you. In the last two or three levels, the invisible magician-spy manages to cope with trials and monsters more easily than one who goes ahead and destroys everything in his path.

Will'o'Wisp are tough opponents, but they don't handle lightning well. When your mana begins to run out, use Drain Mana and you will restore magical energy directly from the enemy's reserves!

Of the traps that differ from bombers in their immobility and invisibility, the combination of Slow, Confuse, Fumble is good if the magician has his staff with fireballs and a killer spell like lightning ready. Both can and should definitely be used simultaneously!

Name Mana Description
Anchor 10 Enemies cannot teleport for a while
Blink 10 Teleport from battle to a safer location
Burn (K) 10 Flash of flame
Channel Life ** Generating mana from health while the hero stands still
Confuse 10 For a few moments the enemy loses all orientation
Counterspell 20 Destroying all witchcraft around the hero
Death Ray 60 Nox style railgun. Beam that requires careful aiming
Detonate Seen Traps 10 Activating spells in your traps
Dispel Undead 60 All undead in the radius receive large damage
Drain Mana 0 Drain mana from all sources
Earthquake 60 During the "earthquake" do not move so as not to take damage
Energy Bolt ** Nox style shaft. Lightning beam.
Fear 30 The enemies are running away. Does not affect undead
Fireball 30 The fireball, although powerful, requires precise aiming
Force Field 80 The mage receives half the damage, plus he will not die from one super-powerful single blow
Fumble 60 The enemy loses worn items
Haste 10 Acceleration
Inversion 10 Turning an enemy's offensive spells against him
Invisibility 30 Invisibility, but footstep noise and infravision can dispel it
Invulnerability 60 Temporary Invulnerability: Instantly ends when attacked
Lesser Heal 30 Heals a decent amount of lives
Light 10 Area lighting
Lightning ** Lightning that slowly kills your opponent
Lock 10 Temporarily locks all doors and gates to everyone except you
Mark Location 0 Creating a teleportation beacon
Magic Missile 15 Standard and convenient attack spell
Moonglow 10 Illumination of the area by cursor
Obliteration ** Converting all mana into a killing spell, good for traps.
Protect from Fire 30 Temporary fire protection
Protect from Poison 30 Temporary protection from poison
Protect from Shock 30 Temporary protection against electricity
Pull 10 Attracting objects to you (barrels, etc.)
Push 10 Pushing objects away from you
Reflective Shield 30 Creation of a magical shield that reflects witchcraft attacks. Don't move and turn in the right direction
Ring of Fire 60 Clearing the surrounding area with a ring of fire. Do not move
Run 10 Everyone around is running for a while, they don’t know where
Shock 30 Shock everyone who touches you with electricity
Slow 10 Slows down the enemy for a more or less long time
Swap Location 10 Swap places with the nearest enemy
Tag 10 Peephole, sticks to the enemy and tracks his movement on the map
Telekinesis 20 Moving things with the cursor; you press buttons that are physically impossible to reach
Teleport to Location 10 Teleportation to a pre-installed beacon
Teleport to Target (K) 20 Teleportation to the desired point on the screen
Trigger Trap 5 Activating spells in your nearest trap
Wall 30 Magic wall: destructible, disappears with the death of the magician

MULTIPLAYER ONLY!

The mage can lay down traps and then simply switch places with the first human enemy that passes by. The death of this unfortunate man is almost guaranteed. Moreover, such a feature can really be used in a single-player game against single bosses.

Invisibility is not only one of the most valuable spells in single player, it also works great in multiplayer. Always leave some mana to restore invisibility!

For a conjurer, the tactic of creating bombers with Stun and Fist of Vengeance works well. Just find a large mana crystal, stand next to it and constantly create new bombs on legs, immediately switching them to Hunt mode.

There are countermeasures to such tactics. The mage uses Magic Missile or turns on Force Field so that the bomber cannot kill him with one touch. There is an option to become invisible - this way no one will notice you either. The conjurer must use Pixie Swarm magic (or send a golem forward!), and the warrior must use a combination of Warcry (stun the bomber temporarily) and any ranged weapon.

In multiplayer, swinging a staff with a magician is not very beneficial: it is better to use an attack spell. In a single-player game, a staff, while the sorcerer is not yet very pumped up, is sometimes useful against animals and enemy archers.

Turn on Invulnerability as a magician, go into lava or some kind of trap and put a mark there for teleport. Then make a Teleport to Location on the first enemy character you come across.

If you are hit by Lightning or Energy Bolt, then you won’t be able to dodge these spells with a simple Teleport to Target. It’s also not possible to hide from lightning behind crystals; you need to find a more reliable barrier in the form of a wall.

Turn on Protection from Poison and then Toxic Cloud! Helps a lot. Sometimes you can move Telekinesis red barrels of gunpowder directly to the door and immediately detonate them as soon as someone pokes their head into the room.


As promised, I decided to rack my memory and remember some great toys that not many people played with and that no one will play with now, because their era has passed. However, it is likely that some old phages, having looked through our site, will decide to dig up some of these wonders in the very corners of the World Wide Web. If you're very lucky, there is a pinch of hope that someday these games will be expanded and implemented in a new quality.

The first of the old games, I propose to rediscover Knox - the magical creation of the brilliant Westwood Studios since the distant year 2000.

cheats

Nox was definitely not the first game I played on a computer*. But it was the first game I installed on my first machine and it will forever remain one of my favorites. best examples RPG.

A simple American guy, Jack, was sitting in a trailer, watching TV, and suddenly something went wrong, a portal to another dimension opened and he was sucked into it. He arrived already on Captain Jandor's airship over unknown lands called Nox. The captain took pity on Jack and offered him his help in finding his way home.

At the beginning of the game you will have to choose one of three paths that you will follow: a warrior, a wizard, or something like a ranger. Knox's achievement is that these three paths are very different: not only do you have access to different weapons, but you also go through the main locations of the world in a different order and get a completely different set of secondary tasks. For example, Galava - the largest city of Nox and the haven of the academy of wizards - will meet the warrior with hostility and he will have to fight with ordinary residents on the streets. In the case of a wizard, this is a city under siege by an army of dark forces. Technically, the characters are also very different: the ranger can subdue wild animals and shoot with bows and crossbows, the wizard has powerful magic and can create traps, the warrior has better physical characteristics, access to better armor and weapons, as well as some specific military skills. Therefore, it made sense and there was a desire to play the game a second and even a third time.

Since this game was released before 3D became the norm, it is very satisfying in its detailed world: the interiors of the houses gave a lived-in impression, the secret passages were pleasant to find, the monsters looked very alive and natural - the beholders, for example, were beholders, and not someone's sketch in the 3D-max program. The atmosphere was supported by a wonderful soundtrack, which is still stored on my computer. Even the screensaver for the death of the main character was different for each chapter - pleasant attention to detail.

Most creatures and inventory items are presented in several versions, but these options are countless: swords were divided into bronze, iron, steel, silver and, it seems, platinum, magic electric arrows were divided into arrows of spark, lightning and storm. I may be wrong about the exact names, but the difference in effect was as noticeable as the difference in names. When new equipment was purchased or found, it meant something and gave a fundamental increase in the player’s power. I still remember the feeling when I received my first crossbow, it was a feeling of invincibility.

I really liked that the magic was limited. Boxes with magic scrolls and wagons with healing potions were not carefully placed in all the corridors, but if you had to find a sword charged with enchantments, then it was a huge success. Otherwise, after the Nights of Neverwinter, everyone got used to the fact that every blacksmith can sell you a magical an ax for not that much money. And the prices were reasonable - if it was an apple, it cost 2 coins, if a sword, even the worst one, cost several dozen coins. It made sense to accumulate wealth because merchants were an important source of opportunity and not just dumping points for outdated junk. And they happened until the last location and offered value goods. They also repaired your damaged equipment. This is not for you with his eternal rags!

The enemies were just as pleasing: first you encountered ogres women and their warriors, and only then their leader. There was no "level 16 ogre" or "level 12 skeleton". With the advent of new types of enemies, tactics had to be adjusted. And there were also gorgeous zombies that could only be burned - all other weapons would only temporarily knock them out. There were monsters that appeared upon death. And after the battle, the corpses of the dead remained in the location, because there was a reasonable number of them and there was no risk that they would send a triple layer to all surfaces. I really appreciate this game for the number of enemies. If there was a gang of robbers on a trade route, it was a group of three to five well-armed people (and not twelve to fifteen pieces of cannon fodder, as they are used to now). If this is a tower of magicians, their number did not exceed the number of beds in this location, etc. In a word, there was no such case when some inadequate hordes would rain down on you from some obscure black hole.

The plot was revealed gradually in pauses between parts of the game and short inserts in the middle of the main quest. Even then, 12 years ago, it was hardly very impressive, in addition, the main characters, although colorful, spoke rather sparingly, but despite this, the game had the atmosphere of a fairy-tale world, which many even very famous games actually lack. There were no unicorns and dragons in Knox, not even elves and gnomes, but even so, Knox was pleasant and easy to play, and there was no doubt about its fantasy nature.

Perhaps it's just my childhood mind, which was not inclined to look for flaws, but I don't remember any serious technical problems with Knox. Of course, no one forbids speculating from the top of 2012 about what theoretically should have been inserted into this game:

Despite the powerful (and at the same time surprisingly cozy) atmosphere of the heroic saga, the main characters are few in number, as are their appearances in the frame. Therefore, it seems that the valiant captain Jendor, the treacherous sorceress Hecuba, and the wise hunter Aldwin could have been written and revealed better.
There was virtually no dialogue in this game, the people around you simply voiced their lines when you spoke to them.

Conclusion: excellent graphics, one of the best soundtracks of its era. Inventory balance, monster variety balance, and money use are aspects of Nox that the vast majority of RPGs should learn from. The lack of a tense plot does not make the game boring, but instead provides it with lightness.

Overall rating: 92/100 (Brilliant masterpiece).

TECHNICAL REQUIREMENTS:
Minimum CPU Type: Pentium MMX
Minimum CPU Speed: 200 MHz
Minimum RAM Required: 32 MB
Minimum Hard Disk Space: 300 MB
Graphics Type: SVGA.

* The first game I played on a computer, back in the mid-1990s, was an unnamed turn-based 2D game that featured tanks on hills. They couldn't drive - they could only raise/lower their guns and shoot at each other. A kind of prototype of Worms. The first video game, in principle, was Teenage Mutant Ninja Turtles 2 on Dandy.

Game description

NoxAn Action-RPG game, richer both in terms of plot and gameplay than the most popular Action-RPG of the beginning of the new millennium .

Plot

An ordinary guy from the late 20th century Jack Mauer, lives in a trailer with his girlfriend Tina, works as a car mechanic and is a huge wrestling fan.

One day while watching my favorite program Jack notices that the TV is slightly malfunctioning and tries to fix it the old fashioned way, powerfully knocking on it with his fist. Suddenly, the sphere on top of his TV, acting as a decoration, begins to flicker. Jack, forgetting about the instinct of self-preservation, takes it in his hands, trying to understand what’s going on. Suddenly a portal opens and drags you away Jack into another world, taking with you a TV and an unusual sphere.

The fantastic world that you find yourself in Jack is called - Nox, and it outlines problems. Relations between two (out of three) factions of this world: Mages and Warriors almost reached an open military confrontation. The last survivor of the people of the Northern Necromancers - Hecuba, having learned about her origins in her youth, proclaimed herself the Queen of the Necromancers and learned the secrets of black magic in order to take over the world Nox.

It turns out that the Sphere decorating the TV Jack, is fraught with a special mystery. This is an ancient artifact, or rather, a part of it, sent to Jack’s world to maintain equality between disparate factions of people: Mages, Warriors and Sorcerers. The remaining three parts of the artifact, called "Staff of Oblivion", were divided between them.

The sphere contained the souls of the Necromancers who fell in the last battle. With her help Hecuba was going to take over the world by creating an army of the dead. She cast a spell to summon the sphere back to Nox, A Jack proved to be an unexpected addition to the returned sphere.

Jack together with his TV moved into the wrong paws Hecuba, where the sphere hit, but on the airship. The captain of this ship did not panic or kill Jack, he was very interested in the mysterious wanderer who visited him so suddenly, and he "magic box with pictures". He accepted the TV as payment for the trip on the ship. However, later the captain becomes a mentor Jack, helping with all sorts of advice and moving him around an unfamiliar world.

A Jack you have to take a place in the ranks of one of the factions and save Nox.

Gameplay

It should be noted that before starting the game, in addition to choosing a nickname and class (faction), you can customize your character.

By choosing one of 3 classes, you determine the fate of the character in the game. The main goal does not change depending on the class you choose, but the ways to achieve it will differ. The choice of class will also determine locations, quests and much more.

Classes

  • Warrior- The path of war is very simple: you are given a huge selection of equipment, including heavy armor. The warrior specializes in melee weapons; he cannot use a bow or crossbow, but thrown weapons are available to the warrior, such as shurikens to hit the enemy from a distance. The warrior has no mana; the skills he acquires at each new level do not require it.
  • Mage- The most difficult and strongest class, the main difficulty is the direct dependence on mana, without it the magician is absolutely helpless. The magician wears robes and special magic helmets, and his weapons include magic staves. In exchange for physical strength, the Magus has access to a huge range of different spells, both combat and defensive, and the magician compensates for his slow speed with the ability to teleport and temporary invisibility. However, all this is not available at the beginning of the game - spells must be learned, books and scrolls must be looked for, which makes the magician a very difficult class to use.
  • Sorcerer Something between a warrior and a mage. The sorcerer also has magical abilities, such as targeted combat spells, but the main specialization of the sorcerer is the summoning and subordination of all sorts of creatures, which will do the main work for him. The Sorcerer can use bows and crossbows and even wear light armor, making him less vulnerable to mana depletion.

The locations are arranged linearly. This is undoubtedly a minus, but, fortunately, it does not spoil the impression of the game. They are filled not only with enemies, quests and loot, but also with traps, puzzles and many secrets.

In addition to all the delights, the game has very realistic physics and destructibility. Of course, not everything can be destroyed, but most of the surrounding environment: furniture, doors, fragile walls, etc. The character takes damage when falling. Everything that can be destroyed can also be moved by your own or someone else’s body, by a shock wave. And size and weight affect physics in a system similar to the mechanics of many modern indie games.

If you're hungry for real RPGs, be sure to give it a try. Nox.

Video

SYSTEM REQUIREMENTS

Minimum:

  • OS: Windows 95/98/ME
  • RAM: 32MB
  • Processor: 200 MHz
  • Video memory: 16 MB
  • DirectX 6.1 compatible
  • keyboard, mouse.
  • OS: Windows 95/98/ME
  • RAM: 64MB
  • Processor: 200 MHz
  • Video memory: 32 MB
  • Hard disk space: about 600 MB
  • DirectX 6.1 compatible
  • keyboard, mouse.

Land of the Dead

And now you are inside something that looks like a temple. Step forward carefully, as the earthen floor is full of treacherous cracks. But I would still advise you to fail. The fact is that there is a chest with a powerful two-handed fire sword. True, there are whole crowds of zombies below. Don't get caught in a corner anywhere. Break through to the northwest, to the elevator. After going up, take a walk into the side branches (there will still be skeletons in the niches). In the northern corridor, you will need to jump over the stockade onto a brown platform, on which you will need to put some kind of weight so that the door will open. Next there will be a pair of switches that move the blocks away, and you will come to a fork with two locked doors, each of which needs its own key. We go first to the left, for the red key. Arm yourself with the most powerful weapons, as the battle ahead is serious. As soon as you find yourself in the hall with the tomb in the center, the doors will close behind you. Having opened the tomb, you will release from it a tiny little bat, which will turn into a hefty man with a huge war hammer. Now run from him in a circle, stopping periodically to deliver one blow. Then run further to the next stop. Miss a couple of blows to the head with a mallet and you're dead. Having killed this fighter, you will get hold of some armor (relevant) and the key to that door. Everything behind it is simple: move the stone onto the slab. The same procedure must be carried out behind the second door, so we go to the right for the key. There you will have to jump through portals, fighting off skeletons and ghosts that the necromancer releases. But after that warrior with the mallet, it won’t be difficult to kill this clown. Having obtained the second key, place the stone on the slab and gain passage further. If you see a button that is out of reach, use the harpoon. Once you get into another gym, you will get such a monster as your “sparring partner” that you will involuntarily become proud of your own coolness, since such a monster is unleashed against you. It will be a mechanical golem, as big as an old tube computer. Use the “bar punch” until the gears fall off the mastodon. Then you will have to walk through labyrinths full of gargoyles to get the necessary keys, and you will find yourself in a hall strewn with orange balls. These balls, if you touch them, will throw you straight along the vector, or more precisely, anywhere. It's full of spiked blocks and gargoyles. So look for the “fairway” more carefully. Somewhere in the western part you will find a switch that opens a passage further. Climbing the stairs, you will come to huge halls with candles along the walls. Another guy with a mallet is waiting for you here. The gate is directly closed by two laser beams. There is one gate on the left. But there is not a single gate on the right. So, let's go there. There will be one necromancer (snicker, bastard) and many gargoyles. You will come to a closed door, which you can open by hitting the button with a harpoon through the window in the back gallery. In this room you will find a blue key and a switch that turns off the death ray on that door to the left. Move there, not forgetting to put the blue key in the corresponding slot along the way (one of the two rays will go out). Now go to the left door, where you will have to pull off an almost circus trick. The laser beam goes around in a circle. There are only two places in the room where it doesn't reach: the wall in front of the front door, where you are, and the wall on the opposite side, opposite the other door, which is covered by another beam, this time stationary. This beam turns off the switch behind the wall. Everything would be fine, but two mechanical golems are hiding in a niche with a switch. So proceed as follows: run after the beam and run past the golems. Run back to your starting position and wait a few seconds. The death ray will do everything for you. After that, run into the niche again, turn off the obstacle with the switch and go up the stairs to the next attraction. By pressing the switch on the wall, fight the “red shirt” and a brood of gargoyles. Then there will be another “red shirt” (don’t step on the slabs - it’s more expensive for yourself) and his death will open a portal that will throw you into a very tiny room with... a mechanical golem. Then, after two more types in red robes, you will appear in a huge hall, in which, as soon as you approach the sitting figure, four of these reptiles will jump at you at once. I don’t know how you’ll cope with them there. For example, I beat them with a “stunning” war hammer. But that’s not all: in the next room (the passage is blocked by laser traps - what nonsense) sits a powerful magician with some kind of cunning staff. I started with a “ram punch”, and then beat the bastard to the floor with a war hammer, not paying attention to the ghosts and gargoyles. And finally, you, all wounded, bitten, gnawed, crawl to a small pool where the sorceress does her witchcraft outrages, and, taking the crystal, make the final upgrade to that halberd. And where does fatigue go? This is truly a weapon of victory. The thing is charged, like a magician, at any blue crystal, and fries with lightning of mass destruction, capturing several targets at once. No one can withstand this discharge, and almost no one has time to either get to you or cast some kind of nasty thing. Even “red shirts” and mechanical golems hold out under fire for two or three seconds, no more. Now you have a weapon to fight Hecubah, who is escaping through the portal. Heal yourself if you have anything, put on everything fireproof that you have, and jump after her.

Loading...