Star Heritage-1. “Black Cobra”: Game Walkthrough and Guide

Home » Game Guides » Star Heritage-1. “Black Cobra”: Game Walkthrough and Guide
April 15, 2022
10 minutes
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By Jonny Gamer

Star Heritage-1. “Black Cobra”: passage
Star Heritage-1. “Black Cobra”: Game Walkthrough and Guide
Island “O”.

After an unpleasant incident with the patrol of the arts in space, you fall on an unknown planet, which is not listed in any star catalog. Close inside the rescue capsule, turn on the monitor, scan the situation, your condition and take the healing capsule from the opened box. Tear – Health will be restored, go out on fresh air. Next can be treated with usual sleep, only for this you need to choose safe places in the distance from the local highway or swamps, for example, a harmless beach or cave. If you light wherever it is in, then you will be caught in this moment and put in prison, the game on it will endlessly end.
From the capsule go twice north (then there will be a forest with dwarfs – we guaeus later) and twice east. On the way, you need to fill up a huge spider. Right mouse button – blow if the fist caught fire, left – block, everything is simple. After the spider, the Arch Republic will come, which also need to trick. And before death. Naturally his body, then move to one screen further and inspect the depreciation cocoon next to the lake. As a result, your inventory will be replenished with therapeutic pills (save if possible, it is better to be treated with sleep or berries), discharged neurosker and a knife. Return to your capsule and pick up the battery with a knife. Charge the neurowner battery. Now keep the path to the east and go to the plant building, pick up a metal rod from the ground. Further in the east, we drink in the metal door leading to the tunnel. Insert the rod into the mechanism to the right, the door will open. Pass the tunnel, turn to the West and ragged along the sea until you turn on the rusting glovetole in the desert. To open it, you will need a blaster. Where to get? Return to the plant, from him to the West and North, will find yourself on the road, where you will be guarded by order, talking on the phone. Load the fists of the policeman, take Blaster (why he did not use it – the question is not for me), his credit card, a sign of police and communicator. You will immediately contact the police authorities and asks how things are looking for a place of landing. Answer, they say, did not find it yet.
From the policeman, go to the east until we get in the old woman shack, talk to her, she will invite to the house. Tell the whole truth, then she will tell about some abnormalities that Arnangans guard and which, according to rumors, is a portal in parallel worlds. Perhaps it is from there Arnanga and penetrated our universe. She will also give a note for Jason, the bar of which is located in the northeast. Note, next to the bar is the base of the Arnangov, and they open fire without warning, so try not to peel. When entering the bar, click the call and tell me that you are from Lisa Taylor. Inside, check with Jason paper, then show your generic medallion. He will give you a liquor from the Father, but I will not want to give a picture. Leave him a picture, but be sure to look at the text on its reverse side. Adcine on the sofa, if health is zero and go to the entrance to the tunnel. Pass it, get to the previously discovered pricker and shift the hole in the hatch blaster. Inside the car Take the bracelet from the skeleton, after which go to the murder of the policeman.
Drink a liqueur, get a piece of paper with some code – 4381. Next, to the West, we drink in the rock. Wait until noon, then you can detect the entrance to the cave under the ledge in the form of beak or claw, you just go there. Inside click on the console and enter the above code. Take a bundle for the opened door. It’s dark here, but he is there. Expand Cut – Inventory will be richer on the note, wrapping paper, case and mask. Read a note that is asked not to open the case and deliver it to the mainland. Look at the wrapping paper, it is written on it the value of the number “PI”, only some of the numbers for some reason are crossed out. Go to the old woman and give her a bracelet shot from a skeleton. It turns out that this bracelet of her great-grandfather, who fought with the arms. She also mentions the legendary car “Black Cobra”, the location of which is unknown, and will tell about the token, which is lying at the entrance to the base of the art. Wear a mask (in it you instantly turn into an Artanga) and pick up a token near the base, in the grass at the bottom of the screen. Now shoot will not be. Show this token Captain Gelder on the pier. She is in the south-east map. After that you will leave the island and find yourself in the metropolis.

Megapolis Pulsar.

Unfortunately, such a valuable case during the trip was abducted. Go south, then east, find yourself near the bar. Two clouds on the square will be asked to buy a drink in the bar, only the money will agree to give after purchase. Come in the bar and talk to the captain at the rack. After a long clarification about your disappearance, he recalls a strange passenger who dropped his business card. Ask the address on the business card. Coming out of the bar, go to the West (Mr. on a bench will read if you want, newspaper news) and then south, inspect the gazebo on the embankment. Come in the inside and get rid of the garbage until you wipe out from there a registered bond by 5000. Inspect the guard from the checkpoint in the northeast, try to pass, it will not miss without passing. Then go to the slums in the south (at night and without a mask), PREGI, Local Society, Tune Tells and Drugs will communicate with you. If not to look into the bond, then any meeting with the PREGAM will be fatal. In another case, they will agree to throw up to Taran, the second major city after the pulsar, defeating the PPC on the road. Alternative travel option to Taran looks like this: you first need to kill with the help of Neurinocher Clores at the bar, pick them up with them (kill clouds it follows without a mask, and search in a mask, otherwise they will catch it), buy a ticket to her at the airport in the south-east (inteaseler – just do not ride a credit card, fraught), after which it is to take a plane to Taran. In the same machine, you can buy a ticket to Arkana – the protagonist will fly there to compete, forgotten about the adventures and the fight against the bubber invaders. This is the first ending game.

Ram.

If there are priests, go to the West and north, go to a rich villa. Remove the mask, call the call and tell the owner that you are going to build your own villa. He let, continuing the conversation, try to pick it up to the wall, standing in the stead of the case. The fight will begin, turn the thief, take the symbol of power and the key from the electronic lock. Close the key inlet door to the villa, or the safe will not open. Look at the newspaper, grab the clock on the left and go to the corridor. In the office, look at the revealed book on the table (with a wasp and dragonfly) and put the clock in the recess on the table on the left. On the clock, set 5:30 and rotate the insect disc to select the wasp. There are four insects, and which of them wasp – it is not clear because everything is similar. Rotate several times, then go to the screen of the room every time to see if there was no change. Corrected correctly – the cabinet door opens, and the safe will appear. Enter the package for the safe – 1041, take the case and leave the building. Do not forget to unlock the electronic lock.
Go on the highway to the tunnel, at the very end of which you will see an automatic bandwidth with a power barrier. Use the power symbol to disable the barrier. Then move to the east, on the shopping area. The master of the shop on the left can sell you a dose or credit for many of your things. Empty not pay attention. Talk to the beggar, give him a coin, he will tell that once he was engaged in studying the anomalia Tempra and has almost closeed a trip to the parallel worlds, which he suggested by the number “PI”. In the north of the square is the quarter 324, where Edward Skol lives, with whom you need to see. If the case is already with you, then remove the mask, call the call of one of the doors and show the medallion first in the eyes, and then the case. Skol will go to the house. Give him a case and get ready to listen to the extensive story shedding the secret to the origin of the Arnangov. After conversation, he will give binoculars and a navigation module, one of the routes of which is configured to arcan, and the other at Tevers. It seems that we will soon have to make a choice again – to fly away from the planet to a quiet and peaceful life or try to find the gate-portal in the universe of the Arnangans. Finally, it will be warned that you can not fly in Tevers on the usual vehicle – it will not extend. Stop to the airport, at night attack Neurinocher of the guard at the console, he will climb into a fight. When you finish with him, click on the console and remove the signaling from the ship (right below). Close into the shuttle, insert the navigation map in the dashboard slot, specify the destination on the monitor – Arkan, then run engines (small, inconspicuous button). Flying will not succeed, gather – land on the island about.

Island “O”. Second drop.

Go to the West, where to fight the blossom with dwarf. Take a spear and ball. Break the ball – Get a strange fee called “Ghost-7”. Return to the broken shine and smoke the navigation panel with a spear, after which they no longer have to use. Now west, on the clearing with berries, eat and activate the “Ghost-7” device by clicking on the image of the little man. Now you can safely go through the forest with dwarfs, for them you are now invisible. Close the inside of the spacecraft that many hundreds of years dust here, press the left of the chop to supply electricity. Look in the hangar and open the boat, the spider drops from there. Separate with spider, touch the boat “Fly”. Insert the navigation panel into the slot, enter destination in the on-board computer (temporal zone, square a), start the engines – lever on the left above.

Temporal anomaly.

Craw out from the boat and read the piece of paper with the number “PI”. Several digits in this number are crossed out, the remaining look like this: 3,1412. According to each number from 1 to 4, it corresponds to its direction, so your path to the desired sector should be: south, north, west, north, east. Look in binoculars by clicking on the figure in the inventory. All, you found a secret portal, see the final roller, which could easily be reduced in three times.

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