Druuna FIRST MEMORY - Druuna's room: go out; -B01 Go straight to the misanthrope film; -012 Cross through the sector to reach the gap in the wall while avoiding the misanthropes; -k03 Refer to Snap_1 or jump over the trench; make way through the steam; -k09 Go through the first chamber and go down the hallway; go up to the cadaver, after the film, go up to it again a second time (pick up the map); go into the hallway. SAVE. STEAM TUNNEL: in the three interactive sequences, press the key that corresponds to the appropriate direction; 1st sequence DOWN 2nd sequence UP 3rd sequence DOWN k9b Move towards the large door; in the front hallway, at the back on the right (DWARF); SECOND MEMORY RECOLLECTION (interaction up) -K91 Move forwards, until the text related to the small ball bearing appears, and pick it up; turn 90° to the left and go towards the room; on the left, from the "K91" text, follow the hallway; at the back on the left; -Ita Refer to map_Ita; for jumps refer to snap_2, 3. -Itb Refer to map_Itb; for jumps refer to snap_4. -Itc Refer to map_Itc; for jumps refer to snap_5. RECOLLECTION (interaction up) -k00 Go towards the room and plunge into the water at the back of the hallway (SWIM, DWARF, MONSTER) THIRD MEMORY -k5a SAVE. Move in the direction you are facing. -kbr Let the fast blade pass by, take two steps and lean. -kbs SAVE. Same as before. -k05 Straight ahead. -k78 Keep to the right. FOURTH MEMORY -K11 Keep going forward in the same direction. Follow the wall until you come to a lane on the right-hand side. Follow it to the back and find the small alley that is level with some corrugated iron roofs on the left-hand side. Continue straight on and turn right at the junction. Move forward in the first room encountered (recognisable by its iron pillars) and locate the exit on the right-hand side. At the following junction turn right, and go straight on. RECOLLECTION K37 Continue straight on. At the first junction, turn left, and turn right at the second. 37B SAVE. Directions for jumps: -long forward jump -short jump -step(s) -two small rotations right -short jump -small rotation right -long jump -two small rotations left -long jump -small step -backward step -long jump -small step -short jump -small step -short jump -two small steps -small rotation right -small step -short jump -long step -rotation left -small step -short jump Interactive Video - elevator sequence: wait for the doors to open and for the upwards signal FIFTH MEMOIRE -RECOLLECTION -H06 Cross it watching out for the archers positioned above. -002 Cross the field and head towards the soldier. - Interactive video - Infected: when the soldier moves closer and the female character changes into a monster, wait for the right hand signal indicator. - Interactive video - Jock: dialogue between Druuna and the soldier. Exact answer is "A". -02B Go all the way to the end of the hallway; go through the last door on the right and head towards the office. Pick up the test tube of serum, and then go through the door opposite (the last door in the hallway on the left). Head for the office on the same side as the wardrobe and pick up the JJ180. Go through the door on the side of the operating table where the cadaver of Doctor Ottonegger is lying. The Interactive video begins: it shows the soldiers entering the room and Druuna, who must hide - the correct choice is on the left. SIXTH MEMORY -PGF Cross through the zone to a large gate. Enter via the illuminated door. -PGI Cross the room and to the door on the left. Go down the hallway containing the first cells up to the tank. Turn left and enter the small room containing the keys. On the ground there is a large key. Go back out. If the key was picked up, enter the second part of the prisons opposite (near the tank). -PGC Go all the way to the back and to the right; -PGE to the left and then in the first hallway on the right. -Full motion video - Abrham Retrace his steps backwards until the PGF while keeping your back to the large gate, then turn a left. Columns and a gap in the wall point the way to the cathedral entrance. -A06 Cross the cathedral and enter through the last door on the right. -STV Go up the stairs and enter the room with the small robots. Full motion video: pick up the micromind lying on the ground. Head through the door on the left and talk to the bishop. The correct answers are "B" and "A". At the end, cross back again through the cathedral and leave the PGF zone. SEVENTH MEMORY -RECOLLECTION -15 A Go all the way to the back on the right; go down the stairs to 15B. Go to the left of Druuna to Jetta's house. Interactive video: give response "B" to the request to obtain the little ball bearing. Come back the same way and follow the only path to the slum. -07 B Cross the entire slum zone without getting caught by the soldiers searching for Druuna. EIGHTH MEMORY -B02 Go to the right and slip through the green door. -012 Go back towards Druuna's house. -B01 Before entering her house, pick up the pistol lying on the ground next to the cadaver. Interactive video of SHASTAR. At the end, the direction will be indicated below. Go through the layers until reaching the seventh. SEVENTH MEMORY, BIS Go back to 15 A, and instead of turning to the right as before, slip through the circular opening on the left. Interactive video with Druuna who is walking inside the tube up to the point where the indication to the right is given. NINTH MEMORY Interactive video of the Priest. Direct Druuna to the right. Interactive video of the Organ Hunter. Direct Drunna upwards. -41 C Under Druuna's feet is the flask containing the substance. Pick it up and move towards the door. -S 41 Move forward in the gulley and in the small square on the left. A shadow in the shape of an arrow indicates that the direction is the good one. TENTH MEMORY -EXA Go to the left towards the large gateway. Druuna uses the hunter's balm here. -00Z Proceed up to the tower of blood and type the name "ABRHAM21" using the typewriter This action will provide the plans for zone 50. Return to the EXA and on the opposite side, between the ruins, use the down direction to access the two-headed monster interactive video. ELEVENTH MEMORY Follow the plans while making sure that the X and Y axes are inverted: the path leading to the first floor doesn't exist, it is a trap with no way out. TWELTH MEMORY -BDH Go straight ahead to the back and stay to the left until the door. -BDM Watch out for the androids and continue straight on and then go to the right hand door. There is no danger in this room and one can continue up to last door - Lewis' door end
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