| Average rating games visitors | of 10 |
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June 13, 2002. 17 027 Possible variant of the passing game, "Fizikus." We describe the way that step by step guides you through the fascinating and mysterious the world game "FIZIKUS." 1. Wharf You start out on the pier, which landed next to your aircraft the machine. Take a few steps ahead, click on the lock and call his name. Goals must be burst open! ;-) 2. Professor Lodge Go to the house and go to the table on which is cool mechanical computer. Clicking on the tape, you will be part of the learning program, namely, the encyclopedia of physics. Get out of it by pressing a small button on the left and bottom of the desktop screen. Do not worry, get in the encyclopedia You can at any stage of the game by pressing the same button! Once you turn off the computer, get away from the table and go to recorder, draws your attention to a shimmering red lamp and intrusive the signal. Listen to the last record left by the professor for you and exit the building. 3. Bridge Turn left and walk to the bridge to the left of which there are two unusual the building. We are there! 4. House Go to the buildings, and then click on the door. Once inside, immediately turn right and take the hand mirror with sink. Then go to the floor hours, open the door and take a load of 2 kg. On a table in a bottle, read the Note the prompt, which is useful to you in the future ("Boiling Point water "= 373 K). Now you can safely leave the premises. 5 The Forge Located on your right the yellow building with a chimney. This is a smithy. Walk up to her and Open the door by clicking on the handle at the bottom of the door. Immediately after entering turn around and take the magnet off the shelf (red-green bar). At the moment, here is nothing more to do, so we leave "at will, in the pampas." 6. The road to the ship Pass under the bridge and walk to a small house, which we will henceforth be called "wine cellar". To his right you see a hill on top of which, there is an ancient craft. History is silent on how way he got there, but the locals have adapted it to their needs and equipped in its observation. Climb aboard! 7. Before the ship To the left of the main door you can see a small window in which the hidden combination lock. Clicking on it, we'll see the familiar magnets. Put in space "our" magnet and moving magnets, set the necessary combination of both. The right combination - 373, the temperature of boiling water in Kelvin, remember a hint in a house? Now return to the main door, open it and climb up the ladder. 8. Observation point Go to the telescope and remove it from the convex lens. It is useful to you in the basement. Insert the gold frame mirror that you find in a house. Before leave the observatory, take out of the cupboard on the wall of resistance (Resistance). 9 Hold the ship Go down the stairs and look closely at his feet. Somewhere there must be be another dvuhkilogrammovaya weight. Take it and leave the ship. 10. Corner "wine cellar" Get down on the bridge and go to the wine cellar. On the wall hangs next to the barrels plaque. Look, it's nothing like you? That's right, this specification the electric elevator. Write down these numbers. 11. The control panel lift On the other hand wine cellar is a strange mechanism, which like an elevator control panel. Oddly, nowhere in sight elevator operator! Perhaps the has left. While it does not, seize the moment and will modify the system slightly to elevator descended, when we want, not when it will break the wind. For this move the lever to the right (open lid), take the resistor and insert it into the free slot. Thus, we closed the sequential circuit. Check this by clicking on the button to the left (to light up the red lamp). The system works, but we have to put the necessary resistance. Making sure that the system operates at a voltage of 760 volts (this follows from the formula P = U * I, U = P / I = 3040 / 4 = 760 volts, by the way, it is written on the lid of the console), calculate the resistance value for sequential circuits. R = 190 ohms. You can set this value directly to two resistances, the main thing that the total impedance be 190 ohms. If you have done everything correctly, the green light. Pull the lever and wait until the fall elevator. This fragile structure should raise you to the top of the mountain. 12. Inside the elevator Enter the elevator and press the "Up"! 13. Peak Leaving the elevator, you face the door closed the mill. Do not worry, we yet there is not necessary. Walk around the windmill on the left and enter the room, which we is called "mill generator." So, we were one of three generators, which we need to start. While perform this task, we can not, so take one more, the third in a row and get a weight dvuhkilogrammovuyu down to the smithy. 14. Smithy Now is our finest hour. We have three weights and we have them melted down into a 6 - kilo disc. To do this, go to the hammer and lift it up by hanging to the long arm kettlebell 20 kg (you need to hang a weight on the fifth box!). After that, go up to the second floor, turn right, go around the gas stove and go to the valve. Open it and go back to the stove. Now click on button to start a fire. Left to the basket and weights three to pull the lever. You should hear a terrible roar, which means that everything is done correctly. Climb down, drop the hammer on a piece of glowing iron, again lift the hammer and take away fresh, still red-hot disc. All the forge, we no longer back! 15. The wine cellar Come to the wine cellar of the barrels. Local craftsmen have closed barrel entrance to the basement, but at the same time built a special design, which opens it. The design resembles an ordinary tackle, where 18 pound barrel system of cables connected to a magnet. Attach a magnet to our 6-pound disc and pull it down. Barrel, closing the entrance, lifts up and allows you to squeeze into the wine cellar. Now you know why is this tavern called "Wine" J. Walk up the stairs and look up. They should hang on a hook key. (If not, it means that someone then play your game at night.) Take the key and go to the mill. 16. Mill Open the key door and go to the mill grind. Lift up the variator speed and go to the second floor. Here, then release the brake latching motion generator, and exit this room. 17. Mill generator Finally, you started the first generator. It remains to set the correct value windings of the transformer converts. Just click on any triangular button (but be sure to remember the color!) and set of coils - 4000. Now the generator works and gives the maximum voltage! We can only flip the switch on the back to turn the lights in a wine cellar and leave the building through the automatic door green. To do this, click breakers on the left side of the door. 18. Roller-coaster After passing through the automatic door, you find yourself on top of the mountain. Hence offers a wonderful view of the inner city. To your left is second generator, assembled on the basis of the submarine. Right is the center of management, and right - the main settlement. Let's continue our journey! To do this, go down, turn right and open the gate. 19. Central square First you need to lower the bridge, which connects the Central Square and Wine cellar. Go to the bridge and turn the gear on the wall. Now Cross the bridge and go down into the wine cellar. Turn on the lamp by clicking on a shoestring. Then go to the desk and take the battery. Go back to the the area. 20. Shop "Optics", or your first burglary To the left of the gate is located shop "Optics." Now we have to get there. Showcases are not going to beat, so try to pick up the code. If you can not open the door to simple sorting combinations, then press "Ctrl + Alt + O", and the door opens automatically. 21. In the shop, "Optics" Come to the table, open the box and take a green filter. Now go to the area. 22. Everything in the garden! Go to the wooden door with a red button in the middle. Click on the button doors will open automatically. Come to the table on the left. Here is voltmeter and a charger. Place the battery in the charger and click on the switch. When your battery is charged, and it will voltmeter, take her away and get out of the garden. 23. Deadlock Departs from the main square a few streets, but only one ends a dead end. There are drums, one of them is very necessary thing - a hammer. Take it and go back to Central Square. 24. Well Now that we are armed with a weighty subject, you can fearlessly go down under the ground. Once you are on the bottom of the well, turn around and make a few steps, while the right does not notice the small door. Behind it you will find some bare wires left in a state unknown the builders. Connect the battery to them, and already lit room pass forward to a brick wall. Here, you will need to brute force and your hammer. It remains only to destroy the wall and get into the resulting gap. 25. Behind bars in prison, crude You are in the room, transformed into a prison cell. Try to get out of it on their own. It did not work? The door slammed shut as soon as you're up to it touched? Oh, how you're out of luck. But there is a way out. Someone carefully tied to the the castle a few TNT blocks. Ignite fuse, focusing on its rays Sun through a lens. As soon as the cord will light up immediately run for cover! 26. Room guard After the explosion, the door will open and you can walk into a room guard. There is no nothing interesting, so we will not linger, and opening the wooden door, rise on the second floor. 27. Hall Go to the door, located directly in front of you, and by clicking on the Lock open it. This is the way to Central Square. 28. The governor's office To the left of the entrance to the building is the governor's office. Here on the shelves of stores complete dossier on every person on the planet. But we are only interested in data on professor. Click on the bookshelf on the right side of the screen, and you can read a form concerning the house of a professor. It turns out that the access code - 5170 (the speed of sound in the metal). In the lower left drawer lies the key. Take it and exit the room. 29. Photographic Opposite the governor's office is located darkroom. The room is very dark, but you can change the color of the light by means of filters. Insert the green filter a free cell and move it. Now the green light you can see new and interesting details in the photographs (the code to the safe: 2312). 30. The room of Professor Exit the building and turn right into a dead end. On the left you will see a closed wooden door with a round window. Enter the code (5170), and open the door. In space approach to the picture and click on the image slightly to the right woman. Behind the picture is safe, to which the code you see in the picture (2312). From the safe, take a concave lens. Come to the table on which stands a vase with apples. One of the apples is not easy, and gold! I hope you understand that it should be to take. 31. The gate in the garden At the far end of the garden there is a closed gate, which you can now open. Insert the key, which you have in the room the governor, through the keyhole. Open field next set of code. The code you still do not know. But I will prompt you. You must enter the following characters "= m · a". To see this code, you must return to the observation point, insert the lens, taken from the safe, and look through a telescope at the gate on the other side. There you will see the letter F. It is clear that You are invited to add the second part of the 2nd Newton's law (F = m * a). 32. Bay Once you enter the correct code, the gate will open automatically and you will prove to be a third generator. Walk around it and click on the lever. Nothing good will come of it and it will break. As long as the generator fails to start. So Go to the water and catch a bottle with a note. There encrypted code to the board control (3.214 - density of chlorine). 33. Ray Astrophysics Laboratory In water, the bridge to the left is the entrance to the room where the bizarre mechanism simulating phase of the movement of heavenly bodies. Here you need to position golden balls. But first, lay out your existing ball (golden apple) on the table. The location of the balls should be this: one ball at 3:00, the second at 7 and third in 11 hours. (Hint to this problem can be found at the bridge leading to the the ship. Click on the sun on the right column.) If you did everything correctly, then mechanism will work and will open the door to the chapel. 34. Chapel On the contrary third generator has a door leading into the chapel. Now it is open, and You can go inside. Take from the table a large fork and exit the premises. 35. Again, shop "Optics" Go back to the shop and go to the table on which stands the glass cover. Place near a large fork and hit it harder. The tuning fork will begin to bray, and the glass dome collapse. Take a pen, which lies under the hood, and you leave the store. 36. Submarine It's time to start the second generator. Go to the submarine (to the left roller coaster) and go up to the barrel. You can see that, despite heat, ice in the barrel! Nothing to do but to heat it by force. For this go to the big mirror, and insert the handle, taken in the shop, in the slot. Turn the mirror so that it shone on the barrel. Under the action of sunlight, ice in it will quickly turn into water. Now open the submarine by clicking on door by the stairs. 37. In a submarine Turn the valve on the roof and fill with meltwater working circuit of the generator. Now click on the wall and run the generator. On the control panel generator set is 5000 turns, and press any button. Necessarily remember its shape and color! Exit the submarine and go up to the barrel. Inside it will lay a piece of pipe. Take it. 38. Bay Now start the third, the last generator. Insert the tube in place of broken lever and rotate it. The generator will work. The last time, set windings on the transformer (8000) and press any button, the color and shape of which must to remember. 39. Control panel Go to control panel and enter the code given point (3.214). Climb the stairs and enter the control room. On the wall hangs the exact wiring diagram all generators and stress analysis. Your system must produce a total of 40 000 volts (submarine - 7600 volts, the mill - 10400 volt generator Bay - 22000 volts). Now go to the console and activate all generators, displaying the correct color of buttons. To get the desired color, use combination of 2 buttons. It remains only to choose the right resistance to current strength was equal to 125 amps, and run the machine. That's it! Afterword The game is over, but do not be sad. Teach physics and wait "biotope" and "Himikus." On our site you'll find everything about the game Fizikus: - Ratings and evaluation of players, Cheats, Cheats Fizikus; - Free Download: Firefox, crack, maps, mods, patches, trainers, videos and trailers; - Read the review Fizikus or preview of the game; - Look at the wallpaper on the game, see screenshots Fizikus; - Information on the game - release date, official site, developer, publisher and system requirements; - Users of the forum and blogs to help you find where to download torrent free game; - And much more, stay tuned ... |
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