Petka and Vasily save the passage. Walkthrough Petka and Vasily Ivanovich Save the Galaxy: Reboot
Petka and Vasily Ivanovich save the galaxy.
BUKA S.K.I.F.
3 CDs.
Announcement
Adventures of Civil War Heroes: Petka and Vasil Ivanovich.
On Earth and in space! Save the fatherland from alien intervention!
Jokes and pranks! Seductive Anka, brothel, General's secret,
The time machine and, of course, Russian humor are waiting for you! Did you like Larry
and Woodroof? This game is similar in genre, but with our flavor ;-)
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Certainly a gratifying fact is the presence on the market of a new Russian game.
I would especially like to note the new pricing policy - licensed discs
are sold at the price of having a place to be pirated! The cost of the game is -150 r! *
This is certainly a welcome fact and let's hope that this is the first sign.
In my opinion, it is certainly necessary to take into account the standard of living of that country on
which the product is oriented.
So the advantages from the point of view of the player are excellent humor, good sound,
especially Vasily Ivanovich. The truth should have been put in the first place
price!
Drawbacks from the player's point of view: Anka is poorly drawn.
From the designer's point of view: the second disc is frankly different in execution.
Anka's character is drawn in the style of female gymnasium students.
Motion animation is not always successful. Character voice acting could
have a more lively, individual shade. objects, rooms and
landscapes on the second disc are distinguished by the scarcity of visual presentation :(
Personally, I have the opinion that the second disc is drawn by other people
than the first and third. Because compositional solutions are different
quite strikingly from a friend. The colors of the palette are very peculiar, but
quite acceptable for a game of this genre.
So in the afterword: Success, good luck and further improvement in
creativity!
KOSTAKI [email protected]
Tips from the player: More talk, look and touch - get
maximum enjoyment!%C There may be a small error on the second disk
sound:-(The walkthrough below may be different ;-)
I advise you to use it only when "gags" otherwise it will not be a game, but
running (and without obstacles) - tedious, sir.
And also you will miss a whole lot of all sorts of jokes and phrases ;-)
So (we’ll skip the trendy word sulushen, otherwise it’ll be completely Russian
forget speech):
PASSING
Petka's house.
Petka and Vasil Ivanovich in Petka's house.
Let's talk about the Banner that's gone.
Let's go out and meet the red-maiden Anka at the bridge.
Let's ask her about this and that.
On the bridge - white!
We return to our native land (Petka's house).
Petka climbs into the aquarium for the key to the chest.
Missing. I drank the water and took out the key.
Petka should go to the clock to take the cuckoo.
At the same time, open the cabinet and take%D the mattress from the cabinet.
We leave into the hallway, where the stove and the chest.
We open the chest and take the instructions for assembling the machine gun.
We remove and take the horseshoe hanging over the door.
Petka will not reach - Vasily Ivanovich helps.
We leave the house.
There is a sauna near Petka's house (it looks like a strange-looking shed).
If you go to the bathhouse and look through the keyhole, you can
to see that anarchists are hustling in the bathhouse.
We go along the road to the right. (You can just follow the map!)
We pass the well crane and again to the right.
Anka's house.
We chat with Anka, and we take spare parts from the table, we take them near the stove
fur.
We leave.
We go along the road to the right.
Haystacks, in one of the haystacks we notice someone's heels.
We see a stump and a twig.
We clearly realize that we need to take a branch from a stump.
But it doesn't take...
Where can I get something to cut down a branch?
Where can I get it if not from Comrade Furmanov.
Furman's house.
We take an ax near Furmanov's house.
We get a bucket from the well.
Petka turns the collar, and Vasil Ivanovich takes the bucket.
We chop off the rope with an ax to take a bucket (for sure
useful).
We go into the house.
We are talking with Comrade Furmanov.
We look at the poster "Have you signed up ...".
(although at least look, at least don’t look, you can’t see, you probably need to look
glasses "LASER VISION" or "Ray-Ban").
In the lower left corner of the poster you need to take a ticket.
At the same time we take oars from the corner.
We are trying to collect something from Anka's details in our suitcase.
Something happened. And if according to the instructions? Got a meat grinder.
To the exit.
We speak with the beekeeper, we want to take the bees.
Does not give, asks to smoke.
OK. I'm going to the swamp.
A sailor sits in a swamp near the beds with tobacco leaves, guarding.
And everything would be fine, but I won’t save you from crows.
What are crows for Petka and Chapai?
We take furs, inflate the mattress.
It turned out (according to the authors) "girlfriend".
We put this to the birch on which the crow sits.
The crow gets scared and flies into the chimney where the stove is.
The sailor zakimaril (fell asleep then bish).
We tear tobacco leaves from the beds.
I'm going to the apiary.
Along the way, the leaf dries out and becomes suitable for making tobacco.
We take a meat grinder and scroll through the dry tobacco leaf.
We get the hefty necessary shag.
We give m% Dhorka to the beekeeper.
We are talking about life.
The beekeeper wants a drink - the pipes are on fire.
I'm going to the store.
Score.
We redeem the ticket.
They give a jar of sprite and Comrade Marx's book "Capital".
We will chat with the saleswoman until she gives seeds.
I'm going to the crossroads.
Crossroads.
We see near the crossroads of the pioneer.
We speak with the pioneer and change his jar of sprite for alcohol.
He just blows the pipe.
And now to the apiary.
We give spiritus-vini to the beekeeper.
The beekeeper gets drunk and down with his hooves (though not right away).
We take a syringe from the book and fill it with bees.
I'm going to a dead end.
Switchboard. Broken wire dangles.
Vasil Ivanovich takes the wire, and Petka cuts the switch.
In the landfill, something shied away.
Once shied away, then you have to go.
We are coming. We make a magnet from a horseshoe and a cuckoo.
We hang it on the wire.
We see a cartridge on the rails, but we can’t get it.
We return to a dead end and repeat the cut-in of electricity.
We return to the landfill.
We pick up the cartridge near the safe% Ca.
I want to open the safe, but there is no code.
We plant seeds.
And we go to the apiary.
We search the beekeeper.
We find the cipher from the safe.
Vasil Ivanovich needs to take the code and open the safe.
We open the safe and find the key to the barn.
I'm going to the club.
The club is in the midst of a lecture.
Petka enters and sits down to listen.
Not far from Petka, soldiers are playing an old Russian game -
Russian roulette. Petka chats with the soldiers and takes the revolver.
We shoot at the light bulb and make our legs in the dark. Nagan naturally take.
We approach the barn. We chat with the drunk until it evaporates.
Evaporated? Now you can open the barn.
We see a dead cow.
It's a pity the cattle, it would be necessary to feed.
I'm going to the stacks.
We tickle the heels sticking out of the haystack with a twig.
C%tor scatters into armfuls of hay.
We take hay.
We stomp into the cowshed.
We feed the poor animal with hay.
The cow is getting fat before our eyes.
It would be necessary to milk, for one seed you can pour milk.
Vasil Ivanovich, a noble milker, milked a cow so
that only the skin remained.
We take a cow skin and a bucket of milk.
We wander to the garden.
In the garden - great!
The sprout has sprouted!
We water the plant with milk (as they say).
We go for a walk. We return.
Eh-ma! The coconut palm is worth it!
Coconuts would.
We take a revolver and shoot down coconuts from it.
We take coconuts in our arsenal.
We go to Anka.
On the way to the stove we take a brown wig.
Anka's house.
Chatting with Anka, trying to take possession of her clothes by sending her to the bathhouse.
Anka does not mind going to the bathhouse, but she is afraid of the anarchists.
No problem.
We go to b% anka and into the keyhole of the bees from the syringe to the inlets.
The bees bite the anarchists and retreat.
We enter the bath.
Everything should be prepared.
We open the firebox.
We chop oars for firewood with an ax.
Vasil Ivanovich lights a fire.
We go to Anka.
Anka's house.
We chat with Anka.
He says that he will come, but he sets conditions ...
Oh women, women...
Petka tries to get rid of the presence of importunate Chapai.
Finally it succeeds.
Anka comes, undresses behind a screen and goes to the steam room.
Chapai returns.
We take Ankin's clothes and to the bridge.
Near the bridge we find a can of paint - we paint a wig.
Petka climbs into the bushes to change into Anka.
Vasil Ivanych dresses as a cow, since there is a cow's skin.
We go to the bridge. The whites laugh, but they let through ...
We go across the bridge.
END OF DISC ONE
Brothel.
We are standing near a brothel.
Petka climbs through the pipe into the window of the second floor.
We are in the toilet.
Vasil Ivanovich looks through binoculars into the next room and sees Anka.
Petka runs under the door of this room to sort things out with Anka.
After a brief commotion, Anka lets Vasil Ivanovich in and
Petka.
We talk with Anka and entrust her with a secret mission.
Anka leaves to complete a special task.
Anka goes to the toilet and takes a bag of laundry detergent.
She returns to her room and takes her makeup bag.
Exits to the right and goes to "Photo".
He goes inside and takes the wig and mask.
You% Descends. Further to the right into the door.
At the door is a statue, we take an oar from her.
I'm going to the bar.
We speak with the photographer, and then with Madame.
We take from the table Madame pen.
We go to the entrance and down (to the first floor).
Restaurant.
On the barrel we take the valve from the tap.
We speak with the bartender.
-Can I play darts?
He will give darts, darts.
You can also play.
We take a cocked hat with an oar.
We take sugar from the table of captain Rastorgueff.
We go to the table of Lieutenant Kachkovsky, sit down.
We chat and go with him to the rooms.
We extinguish the world.
And the lieutenant is a masochist!
Let the bound one stay, and we will search him.
There is no money, but there is a check. We take at least this.
First aid kit on the wall. we take from it a patch and sleeping pills.
I'm going to the bank.
We sign a check with a pen.
But they can understand that the check is fake - there is a certain checking machine.
We spoil the checking unit by putting sugar in it.
We give the check to the clerk.
The clerk gives money.
Near the bank.
We leave the bank to the fountain.
We see how one of the heads of the sculptural composition fell into the fountain.
The head has fallen and is floating in the fountain.
Remembering this event, we return to the brothel.
Brothel.
We rise to the second floor to the bar.
We go to the prostitute at the bar and buy her a cocktail.
We take a cocktail and pour sleeping pills into it.
We give the prostitute a drink, she drinks and falls asleep.
We approach Madame and talk to her.
We go instead of a prostitute to a suite.
We see Stepan in the suite.
He gives the keys to the basement.
We take. At the same time, we fasten the valve to the faucet near the shower.
We collect water.
Let's go out for a minute and come back.
We see the Big Rubber Hippo in the bath!
We throw a dart at the hippopotamus.
The behemoth swells up.
We take it and seal it with a plaster, and then inflate it.
We go from the suite to the bar.
We approach the photographer and change the hippopotamus to the flash.
(why not?)
We leave and go to the "Photo"% insert the flash into the camera.
We go to Petka and Vasil Ivanych.
We ask Chapai to take a picture for world history.
Anka makes a photo of Chapai under the king.
We leave the room for a little and return, giving Vasil Ivanovich
try on a cocked hat. Chapay takes off his hat - we take it.
I'm going to the store.
Score.
We buy a net from a German.
We go outside. We catch the head from the fountain with a net.
We approach the hippies and talk heart to heart.
We open the cosmetic bag and make up the caught head from the pool under
Chapay. A hat and a mask for what happened - well, why not Chapay's head!
We give the head of the hippie (Z% and the head of Chapai is promised a reward).
He joyfully gives a machine gun.
Brothel.
Entrance to the salon.
We use the keys to open the door on the first floor. There is a Chinese.
Worth not letting. He asks to bring a parcel.
Gives a receipt.
Nothing to do, go to the post office.
We give the receipt and take the parcel.
We return to the brothel.
We open the door of the first floor again and give the parcel to the Chinese.
A Chinese man opens it, but the package is empty!
He is very angry, says that there was heroin.
Swears...
It remains only to make heroin ourselves ...
We make heroin - we pour washing powder into the parcel.
The Chinese tries and mows.
We go past him to the opium.
Opiumanium.
We see the general in nirvana.
We approach the general. We talk.
The general wants to see a photo of the king - confirmation of the commitment to the monarchy.
We give the photo of Chapai under the king.
The general tells where the headquarters is.
Now up to Chapai and Petka.
A room in a brothel.
Everyone knows and we have to leave.
Anka gives Vasil Ivanych a machine gun.
We leave, An% Dka remains to cover.
We leave the city.
In the wasteland we shoot bottles from a machine gun.
(Vasil Ivanovich shows how to shoot)
We select the bottle neck.
We follow the road up%D to the shed.
Around the barn all sorts of junk is lying (lying).
We go inside and take a corkscrew and a bucket.
Use a corkscrew on the cork in the barrel on the left.
Kerosene is pouring, just substitute a bucket.
Substitute.
We take a bucket of kerosene.
We leave the barn.
We notice a plane to the left of the barn.
Airplane.
We are coming.
We insert the neck of the bottle into the gas tank, pour kerosene.
The plane took off. They flew and fell.
Station.
At the station "Gadyukino" we take an ownerless bag of sugar
(why would good disappear?).
Petka wandering around the neighborhood came across an underground passage.
There is a Hare Krishna in the passage.
- Oh, Hare Rama! Hare Krishna!
Chapai pulls out one brick from the transition walls (upper left corner).
I'm going to church.
Church.
Block up a hole in the wall with a brick.
Got a button.
And if it's a button, then you should press it.
Click.
In the cemetery, a door leading to the dungeon opens.
I'm going to the cemetery.
Cemetery.
We go down to the dungeon and take the sword from the pugnacious priest.
We leave the clergyman and go to the church.
Church.
We see a pentagram on the floor.
We stick the sword into a certain mouth on the pentagram.
After the noise and rustle that will occur after the above,
We leave the church and pick up the sword.
We return to the cemetery and take the rosary from the skeleton.
Underpass (not on the map!)
We go to the Krishnaite in the underground passage.
We give the rosary. In return, he gives the paddle, we take it.
We go along the road all the time to the right to the end.
We go to the river.
Near the pier is a boat full of sacks of sugar.
Petka takes out his bag and adds it to the pile.
The boat sinks, but after a while the sugar melts and it floats up.
We cut the mooring lines (rope) with a sword, take out our oars and go ahead.
END OF DISC SECOND
We find ourselves near the house in which the aliens are talking.
Comrade Furmanov turns out to be one of the aliens.
They are in turmoil, it looks like they are going to flee our glorious planet.
We go.
Vas% Sil Ivanovich moves the lamp on the fireplace and to the right of the fireplace we see
the handle of a slot machine popularly referred to as a one-armed bandit.
Let's play!
And then without fail we will climb into the fireplace.
We find ourselves%C in a secret passage.
Furman's house.
The passage leads to Furmanov's house.
Petka climbs into the well - there is a dungeon.
Then we go automatically through the dungeon to the alien ship.
Alien ship.
We climb in. An alien ship takes off driven by aliens.
Arrived at the alien planet.
Solemn meeting of astronauts!
The aliens are leaving.
Vasil Ivanovich and Petka are alone.
We go into the cockpit% D control of the ship.
Using the scientific poke method, we press all the buttons.
We take a hatchet-hammer.
Near the door (on the left) we break the glass with the object selected above.
We leave.
After pressing the buttons, a ladder appeared.
Alien planet. Crossroads.
We see three roads. I'm going upstairs.
In a certain room, let's call it a laboratory museum.
We see Comrade Furmanov's head in one of the cans.
We take it to the exit.%
When we exit on the left, at the bottom of the screen we see the entrance - this is the entrance to the bar.
We go.
We chat with the bartender and quietly take a rag from the bar.
Then again we talk with the bartender until he leaves.
We take the TV remote control and turn on the erotic channel.
Near the table we see an alien observation eye.
We chop it with an axe. We take an eye.
We examine and take out the battery.
We leave the bar and go all the time to the right.
we are in the laboratory.
Laboratory.
Scientific activity in this institution is in full swing.
Ignoring the laboratory assistants, we take a test tube.
Noticed, caught and tied.
N% of the room is a locker.
We sit tied.
Furmanov the alien arrives.
It turns out that Furmanov uses the desired banner of the unit,
like a handkerchief.
Vasil Ivanovich contrived to drink and drink test tubes.
Strength arose after this extraordinary.
Furmanov was tied up. We see two buttons.
Press any, anyway, they will be thrown out of the planet.
It's possible to replay ;)
Outplayed.
They threw out % Furmanov into the vacuum.
Near the hatch we take the dropped plastic card (comrade Furmanov).
Lift
By using plastic card we go up the lift.
(further in the game we always perform this operation).
We are upstairs near the time machine.
Time Machine.
We talk to the mechanic.
We give a rag and a battery.
We exit and enter again.
We see a programmer.
We chat with the programmer and pick up the empty one thrown out by the mechanic
bottle
We go to the laboratory.
Laboratory.
We turn on the lever at the scanning device.
We take another empty bottle on the bath for opening.
I'm going to the bar.
We sell empty containers.
We put empty bottles one by one on a strange car.
We get one full bottle for the handed over glass containers.
We take it and leave.
We return to the time machine.
Time Machine.
We give the bottle to the programmer.
The programmer wants specific dates and numbers.
We leave and go to the laboratory.
Laboratory.
We put the jar with Furmanov's head on the stand of the scanning device.
We speak with the emerging hologram.
We go to the time machine and after talking with the programmer we return to
laboratory.
By the way, we choose the time machine - back to the future!
We talk with the hologram and it tells the date.
Press the red button on the bathroom.
Time Machine.
We go to the time machine.
The programmer sets up the machine.
Cuts and...
Vasil Ivanovich and Petka are back at Gadyukino at the station (but in the past).
At the station there are wagons with shells.
We change the signs for these combat ones to idle ones (we change places).
So everything will be fine, the Aurora cruiser will fire a blank.
The projectile will not wake up the aliens and everything will be a beam.
We watch the credits and listen to the Soviet rap.
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Epilogue.
GLORY TO BUKE & S.K.I.F.!
Passed by: VAL Recorded by: KOSTAKI
Written in the night, from Saturday to Sunday, the twentieth of December of this year.
20.12.1998