Perception walkthrough. Cursed Old House: Perception Review

Name: perception
Year of issue: 2017
Genre: Adventure, Horror, Indie
Developer: The Deep End Games
Publisher: Feardemic
Publication type: Repack
Platform: PC
Interface language: Russian, English, MULTi10
Voice language: English
Medicine: Sewn (CODEX)

scary game for pc "Perception", made in the genre, which will allow the gamer to see the world through sounds. The game product was created by a studio that is a veteran in creation and console and implements the most daring as well as fresh ideas in its brainchild, this is for Deep end Games.

The story focuses on Cassie, a blind girl whose story the player learns later. Cassie acquires unique skills and decides to figure out a secret that has been bothering the girl for many years. The girl dreams of an abandoned estate in which she constantly wanders, so the heroine decides to find this place and explore everything on her own. Eco Bluff Mansion, as it turns out, is located in Massachusetts in a town called Gloucester, only in real life the building turns out to be even scarier than the one Cassie saw in her nightmares. An evil ghostly creature torments everyone who dares to enter this estate for a very long time, and now the girl also falls into their number.

Downloading Perception means getting a high-quality plot, an interesting presentation of the story and a maximum of mystical events along with excellent design. In the process of research, the character will use a special echolocation function, which allows you to consider each sound as a picture. Each unraveled mystery helps the character see the next cardinal change in the old gloomy mansion. The protagonist can travel through time and participate in a terrible and merciless game of hide and seek with the most dangerous rivals, led by the notorious Entity.

Distinguished by graphics, which is recreated at a professional level, and a high-quality study of the interior and details is noticeable. The environment is unusual due to the blind heroine's ability to see every sound. Help the character understand her nightmares, because the girl may be able to save many lives by neutralizing a terrible monster that is constantly hunting for people.

The main character of the game has been blind since childhood. Watching a small cat scene at the beginning, you will see/understand how Cassie learned to see with sounds. Then the scene is transferred to the airport, followed by a little training in the use of a cane. Having made the flight, the girl will be in the town Gloucester(Massachusetts), almost alone with his nightmares.

Start walking forward, the phone in your pocket will ring and Serge will get in touch. So far, nothing is known about him, but one thing is clear - the man is quite close to the girl. While talking to Serge, move To home ahead. When you reach the main door, knock. No one will answer you, so just open the door and go inside. You can, of course, walk along the terrace to the right, but there will be no sense from this.



Once inside, tap your cane and look around, no matter how strange it sounds. Come to the next door what's in front of you. After it, turn left and go into another one. After taking a couple of steps deep into the room, after which the door will slam shut. Come forward to the fireplace. Near him, the heroine will have her first vision. The fire in the fireplace will light up, and the girl will be frightened again. Obviously, someone was in the room recently, there are plates, pizza boxes and drinks. You can listen to the first episode memories about past tenants, for this, inspect the postcard.

After the memory is heard, turn around and go back. The door that closed behind you is open again. Go into it and turn on the audio recording on a small tape recorder that fell out of the box. While the recording is playing, go up the screw stairs. Upstairs, the main character will be frightened by a strange sound, similar to someone's roar. Then it became possible to use Cassie's "sixth sense". If you press "Ctrl", it will highlight an object needed to progress further in the story. The nearby baby crib will be highlighted first. On the way, the heroine will again be frightened by slamming doors, and the bed itself will catch up with horror, moving around the room on its own.



Finally, the crib will freeze in the doorway, blocking the way forward. Go through the door on the right. As soon as you pass the doorway, someone or something will push the girl in the back, and she will lose consciousness. Read on to learn a little more about Cassie herself. In the past, the girl managed to live in a shelter, but fortunately she found a new family.

As soon as the heroine wakes up, go to the next door, open it and find rope from Cassie's dreams. Listen to her monologue, which will be interrupted by a creepy voice, and then move on. On the shelves on the left, you can examine the stone and listen to Felicia's memories. After that, go through the double doors, you will find yourself in the bedroom. On the bedside tables you can study doll and a book. They also have some memories associated with them. Exit the bedroom and go left. Look at the shelves for another book. It looks like the house you are in has a very rich history.



Go further along the fence, soon you will see box where you can hide. To the left of the box is cabinet, in which you can listen to an audio recording of Dr. Briar - Felicia's husband. After that, exit the office and go to open door in front of you. There is a staircase behind it. Get down and you'll find yourself in the kitchen. Go right to the open door from which the wind blows. A window is open in the pantry and an arrow made of cans points to it. As soon as you get closer, Cassie will see with her sixth sense tree on the street and the window will immediately close. But the door opposite the stairs will open. Run there and you will see the ghost of Felicia, who was twisted by an attack of toxicosis. The door will slam shut before you approach, and the ghost will ask you to bring pills. Turn right, go past the stairs and past the door on the right (it leads to the kitchen). When you get to the double doors, exit through them and you will find yourself on the street.

Walk forward to the garage, climb inside and approach to the car. After opening the door, Cassie will try to take the pills from her purse, but she will be scared away by a ghostly bird. As soon as it disappears, take the pills and scan the package with a special program on Cassie's smartphone that converts text to speech. After that, exit the garage and return to the house. After passing through the doors, you will find that the situation has changed slightly. Passage forward is blocked. As always, in similar games the heroine is not able to cross a small barrier. So you have to go around. But before that, go downstairs, listen to the audio recording and take doll from a shelf under the stairs. After that, go back upstairs and go through the kitchen to the toilet where Felicia was. As you approach the toilet door, you will hear Felicia's voice. She will ask you to put the pills on the table. Go into the next room and put the pills on the tray.



After completing the "ghostly errand", go through the double doors. Go behind the fireplace and explore menu from a Chinese restaurant, on the table. After that, go to the other end of the room to the door. There is a high chair next to it. Taking a bottle from him, you can hear a new portion of memories. Behind the door you will find a spiral staircase leading up. It's too early to get up. Run past the stairs on the left and you'll reach a room with a roar of wind. Learn bottle, standing on the table, and go back to the hall with the stairs.

Do not forget you are not alone in the house, available casts and one of them is extremely hostile. Like Cassie, it is oriented to the sounds, and the tapping of your wand will attract him sooner or later. So if the environment around you changes colors to yellow or even red it's time to hide. Get back to the door to the dining room and go into the room on the right. There you can study flashlight. After that, go through the door opposite the dining room. After all, it is there that the “sixth sense” of the heroine leads you. Go along the corridor to the office on the left and listen to two records from Dr. Briar. Now return to the corridor and go further. Pass by the noisy battery and listen to the recording on the tape recorder near the stairs. While the recording is playing, climb the stairs to the top of the tower.



Next you will find a nursery crib. On the table will be sheet that can be scanned by the phone. After that, go down. Near the exit you will be waiting Felice. Turn right and go outside through the door near the battery. Explore one more sheet lying on the table. Nearby, the ghost of Felicia will reappear, it seems that she is getting worse and worse. After listening to her, turn on the "sixth sense" and head towards the highlighted object. In the spotlight locker from the file cabinet, it is located nearby in the office. You already found the password for the locker in the tower ( 2118 ).

Inside the box is a note and key. Scan the note with the app and go back outside to the door where Felicia was seen. After opening the door with the found key, go inside. You will find yourself in a large hall. The door to your right is locked, so go left. On the bedside table near the stairs there is audio recording. Another one is on the bar counter behind the stairs. There is also a door to the game room filled with arcade machines. Go straight through the game room, to the door. It is closed, as soon as you try to open it, something will break somewhere, and Cassie will turn her “feeling” to a new object deep in the house. Look for the last unexplored door in the hall, go through it and listen more record.



After that, go right and go through the door. Return to the stairs and climb up. Come in the open door. you will enter the children's room. Examine the toy frog lying on the floor, then exit through the next door. Next, you will enter the bedroom. After examining the card with the image of a tree lying on the table, go through the lattice door. Go through the bathroom into a small closet and take doll lying on the right side of the shelves. After that, return to the bedroom and move to the last unexplored door. Next, open the doors on the right for a convenient return to the stairs and move on.

In the distance you will see another record player. Run along the railing and listen to the recording on it. Now go through the opening, towards which Cassie leads the "sixth sense". Behind the door there will be a room filled with shelves with various minerals. Go to the table on the left and take a piece from the table malachite. Listen to Felicia's memories of the protective properties of stones. As soon as her voice fades, an entity will appear in the room for a second, but the stones will work as they should. They will kick the entity out of the room, but many of them will crack. Take the key from the table and leave the room. Go down to the first floor to the room with slot machines and open the door to which the "sixth sense" leads you.



Climb up the stairs. Ahead on the table will lie pills. After examining them, you will see the ghost of Felicia. After he disappears, examine the canvas next to the table. The atmosphere in the room will change, canvases will appear everywhere. Return to the stairs, get down downward and iditol to the left. After going along the corridor to the end and opening the door, you will find yourself in a room pasted over with bubble wrap. Next, Cassie's phone will ring; on the wire, Serge or someone pretending to be him, in a strange voice, he will ask the girl about her location. Without noticing the catch, Cassie will give herself away and only after that will reveal the deception. Now you need to find a place to hide. First, tear off the film from the wall opposite the door. You will open a passage to the other half of the room. Immediately turn left and tear off another section of the film from the wall. There is a niche filled with large cocoons. Get into one of them and wait. The entity will soon appear and start imitating Cassie's voice. After that, it will disappear and you will be able to get out of hiding. It’s good that the unfriendly ghost didn’t bother to close the door behind him.

Leave the room and get out of this part of the house. Head back to the tower; approaching it, you will see that the passage to it is lined with stones and is on fire. From above comes the cry of a child. To go further, you need to deal with the fire, and Cassie's "sixth sense" will kindly highlight for you fire extinguisher. Run to him, and then return to the fire with him. While you were running, the turret burned out pretty well. Use the fire extinguisher to put out the fire in the passage and climb up. It will be necessary to examine the collapsed crib and listen to another batch of memories.



After that, Cassie finally decides to leave the house. Run, following your sixth sense, to the exit. Unfortunately, the escape will fail. As soon as you step over the threshold, branches will braid the terrace, blocking the path to freedom. You will also have to "read" the note that appeared in front of you. After that, the door to the house will open again, and Cassie will hear the voice of the entity ("Goodbye Richard"). Turn on your "sixth sense" and, following it, run to the kitchen. Rise to the second floor and go to the rope. Next, you will find out how life was cut short Felicia. After that, you will be taken to big tree. Take medallion hanging on a branch, after which the chapter will be finished.



Keywords: Perception, Cassie, rope, memories, Essence, Richard, Felicia, key, door

Pretentious horror with a blind protagonist.

To bookmarks

First person horror last years have undergone a fair shake-up. Within the walls of some studios, they are still trying to create unusual mechanics and new ways of intimidation. In this decade, the genre was developed by many - from the independent Red Barrels (Outlast) and Frictional (Amnesia) to mastodons like Capcom ( resident evil 7) and personally Hideo Kojima (P.T.).

However, the time for innovation seems to be passing. Outlast 2 is marking time, RE7 is just a successful combination of new and old ideas, and Layers of Fear, although it turned out to be an elegant development of P.T.'s ideas, still remained within its concept, without offering anything new. And only Alien: Isolation introduced an unusually cunning main villain, forcing us to reconsider the approach to gameplay in the genre.

Against their background, Perception, although it does not look like an innovation, at least intrigues with its main idea - the heroine here is not only unarmed, but also blind. Lots of possibilities.

From the darkness of ages

At The Deep End Games studio (the people who had a hand in BioShock and dead space) as if they perfectly understood that it would be considered bad form to create uninteresting concepts. Therefore, in Perception, a picture cannot exist without sound.

Loudly tapping with a cane, the player, in the role of a blind Cassie, begins to see the outlines of objects - the effect of echolocation. By the same principle, objects that make their own sounds are visible - a monster chasing a girl or just harmless NPCs. Even thunder can "illuminate" the road, but only for a moment. Each sound made by the heroine works simultaneously against her - the enemy resorts to a suspicious noise.

It all sounds really interesting on the surface, but the problem is that this tapping on the floor is no different from turning on a flashlight in other horror games. And this actually kills all the originality in the bud, because in all other respects Perception is not a very successful parody of Outlast and Amnesia.

The plot plot also looks awkward: the main character has nightmares, so she comes to a creepy mansion from her dreams to figure everything out. Exploring an abandoned house, we learn the stories of the deceased tenants and plunge deeper into the past. Through the found objects from nightmares, together with Cassie, we experience the personal tragedies of the inhabitants of the mansion, whose fate was ruined by some otherworldly entity.

The sound of silence

The gameplay of the game is not much different from the same Amnesia and Outlast. With the only amendment that in different chapters we move either to the recent past, or during the Second World War (there are “hedgehogs” and trenches right in the middle of the mansion), or during the time of the Salem witches.

On the gameplay, this is not displayed at all, as well as on the visual performance. Although we find ourselves in the environment of the corresponding era, the features of perception game world the heroine is dictated by minimal visual differences between the chapters.

Witch Hunt is a very personal topic for game director Bill Gardner

Throughout the game, we wander around the house, looking for items, keys to locked doors, listening to audio diaries. From all these seemingly familiar elements, it was possible to build something interesting, if not for the creative impasse of the authors - the game turns into a boring running simulator in thirty minutes after the start. Around the same time, the player realizes that he was deceived - there are no innovations here.

Route built

All that remains is the simplest puzzles (the word "puzzles" would be too loud), the game does not throw any challenge. By pressing the button, you can even look at objects important for the plot, even though they are somewhere in the opposite part of the huge house.

The script winds loops and does not reveal the plot in any way, does not talk about the main character, which deprives the lion's share of the player's actions. Finding a way to the attic, Cassie says: the stairs can be lowered upstairs by picking up something. It seems to be a good motivation to scour around, look for a suitable item. But instead, the game begins to drive us from one meaningless scene to another. And you remember that Cassie needs to go to that very attic only when, half an hour later, the scripts lead to a pole with a hook at the end.

Don't be fooled - the ax is only needed to cut the rope near the very end of the game.

At some point, we are given to understand that the dark entity does not want to let the heroine out of the estate, cutting off the path with a dense wall of branches. Amnesia? Indeed, very similar. Only in the Frictional Games project main character diligently looking for ingredients for a solution that could "corrode" the barrier. In Perception, they take us by the hand and lead us to a room with matches.

The ghost of the house on the hill

As mentioned earlier, echolocation is a direct replacement for a flashlight. In itself it is logical, but it is doubtful. The ability to turn TVs and tape recorders on and off could be a key survival feature. Despite this play space very often itself is "lit" by all sorts of drafts, and active objects like doors and places to hide are constantly highlighted in green.

The most interesting scenes in the game are related to puppets

The balance between extremes - wandering in the blackness or taking risks and knocking with a cane, making a noise - remains without development. The monster appears exclusively according to the script, and in order to attract his attention, you need to hit the floor at least twenty-five times. But even this works for some reason only during the appearance of the inscription "Knocking can attract enemies".

Something that looks like a Nazgûl with the legs of a hydralisk from StarCraft is the physical embodiment of the curse that lies on the house. But a funny appearance is not so bad. Our stalker is the stupidest creature, unable to find Cassie at all without a script. Even if she had just jumped into the chest a meter in front of his eyes. The real danger of the monster is only in those cases where it is set against the player in a narrow passage, thereby artificially putting the player in a difficult situation.

A torn canvas is not the most reasonable cover, don't you think?

The Deep End Games are desperately trying to justify the poor implementation of the idea with the blindness of the heroine. For example, they force her to use special applications for the blind to read the inscription or find out what is shown in the picture.

It works only in strictly designated places (only a few times per game) and gives off an obvious borrowing from Silent Hill: Shattered Memories. There, among other things, we called the operator of the drawbridge at the number found, so that, at his prompts, this very bridge should be lowered.

A couple of times the game still throws up interesting situations. At some point, we are forced to hide from the monster in a room where everything is covered with bubble wrap: not only to knock with a cane - it's scary to take an extra step.

Further on the plot, Perception in a good way gives trash. We are transported to a time when a mad scientist lived in the house, having assembled an army of robotic dolls. Porcelain babies talk among themselves, ride rails, and sometimes appear in our way in terrible frozen poses, like in cheap horror movies from the past. And this chapter is the best in the game.

shallow grave

As a result: stupid AI, tedious checkpoint runs and a bland, unoriginal plot (the epilogue will immediately remind you of a dozen or two stories, including Harry Potter). The game scares only twice, during telephone conversations. And both of these episodes are the merit of the actors and the sound designer.

The game is bad not only as a horror, but also just as a story. Perception throws stamp after stamp at the player's face, hiding behind the symbolism, the basis of real events and the "star" cast of the young studio - where was Bill Gardner, who previously created excellent levels for BioShock, looking?

Sometimes the game puts before us very far-fetched obstacles.

The motives of insanity and personal demons are not at all as inventive as in Layers of Fear or the same P.T. (not to mention the classic Silent Hill). To scare a player with a crow suddenly flying before his eyes is simply ridiculous. In terms of gameplay, the game is less solid than the very first Penumbra in 2007.

The idea to put a blind person in the main characters could stretch the whole game, but this did not happen. Perception does not cope with the theme of alternative perception - the picture is simply overloaded with details that a blind person, with all their desire, could not recognize.

Leaving the bathroom, you once again move into the past. The door in front of you will be blocked by two Tesla transformers, between which electrical discharges are created (when approached). To go further, you need to turn off electricity. Follow the wires, on the table, study the record from Henrik Oswin Bosch dated 1892. The wires will lead you to the second pair of transformers. Turn right into the office and look around doll. On the wall near the door knife switch, which can turn off a couple of transformers near the room. Break the electrical circuit and move through the disconnected transformers.

After passing by the dolls, you go to the stairs to the second floor, but here again an electrical barrier awaits you. Turn right. Look around the small chair standing on a small railroad and follow the toy railroad tracks. On them you will reach a room with a large fireplace. Turn left and go through the door directly in front of you.



Next you will find yourself in the dining room, in the room you can listen record. After that, go through the next door and you will move to the doll dining room. Immediately hide behind the curtains, as the entity will visit the room. As soon as the unfriendly creature leaves, inspect dolls and move on. The next room will have three doors. At this stage, the door directly in front of you is of interest. Go to the stairs, and before you go down, turn on the recording. Lower down knife switch and go back to the very first Tesla transformers. Now that the electricity is off, you can go through the previously inaccessible door. As you exit the dining room, you will come across one robotic Henrik doll. "One sugar cube or two?" she will ask. Pretty polite, from a robot from the past, but also creepy. Ignoring the doll, move on.

Behind the door, near which you de-energized the transformers, there will be another doll. Pass by it to another part of the house and move forward along the corridor. In the room with books, study board, hung with leaves, with the help of Nick. I wonder how the phone is still picking up a signal? After you listen to the assistant, the door to the generator room will open. Go through it and follow to the stairs. Climbing to the second floor will not work, curtains will fall around you and block almost the entire room. Moving along the corridor, you go to the sofa. Near it is a table with a cup that you can study. After inspecting the service remote controller lying nearby will become active, approach him and switch the small switch. There will be a little puppet show.



A little later, another doll will arrive along the railroad tracks. And tell Cassie that she doesn't like the way she looks. After that, the robot will start shooting at the main character from a revolver. It is better not to stand still at this time. Run from the doll around the doll carousel and wait until the curtain rises. After that, go to the second floor by stairs. At this stage, you should be careful, an armed doll is patrolling part of the house. The door to which your "sixth sense" leads you is again blocked by electricity. However, this is easy to fix, just walk along the wires and turn off the power. Then return to the door and go through it.

Run forward until you come across another doll with a revolver. This instance is not mobile, but still dangerous. Hiding behind lockers with switches, run forward until you see a passage on the left. Run in there and move along the corridor to the next door. After that, you will meet with another doll. Wait until it rolls away and run to the door. Turn left and take key in the form of a figurine of a girl.



Now look out of the room and if the doll is far from the stairs, go to a small remote control on the wires, and turn off the electricity at the transformers at the bottom of the stairs. Then immediately run back into the room where you took the key and hide behind the curtains. The entity will start climbing the stairs.

When the danger has passed, go down the stairs and run to the illuminated door. There is also a doll with a barrel riding around the fireplace in this room, so be careful. When you open the door, you will see a staircase in basement. Directly opposite the stairs will hang four paintings. With the help of Nick, you can find out that there are four horsemen in the first picture; on the second canvas - a dancing couple; in the third picture - a hand with outstretched fingers. On the fourth - a couple who are looked after by a duenna. Obviously, the main character is dealing with a combination ( 4253 ). Approach the locked door and enter 4253.



Behind the code door there will be a rather spacious hall, similar to a workshop. Go right to the unlocked door. Go into a small room, and one of the dolls will close you in the room. We need to look for another way out. Listen to Bosch's recording, after that one of the boards, go up to her and send a photo to Nick. After that, climb under the bed and crawl under it to another part of the room.

Serge will call you again. After hanging up, you will hear the voice of the doll on the table, and a small door in the wall will open. The main character ends up in a warehouse of unfinished dolls. A creepy place, but there are still no other options. Climb inside and grab a big clockwork key. Go back with him, use the found key to open a small door.



Now crawl forward along the wood-lined tunnel until you reach a half-flooded dead end. At this stage, Nick will help you out again. Scan the water and it will tell you that the item is blocking the drain. Having picked up a police helmet, the water will come down, and you will find the owner of the headdress. This will be followed by a new segment of Bosch's memoirs. It looks like the mad scientist himself became a victim of his experiments.

So, the water has disappeared and the way forward is clear. Continue down the narrow wooden tunnel and you'll soon come to Bosch's office, where you've turned off your first switch. Following the "sixth sense", run out of this part of the house and climb through the illuminated small door. Behind the door is a room littered with rubbish, get over the mountain of furniture to the right and go out the door.



Further you will find yourself in a strange corridor. Run along it to the stairs and listen to the voice of a little girl. It seems that the mad scientist has a rather tragic fate. Go upstairs and listen to the recording. After that, go back to the room with trash, the next door has opened for you.

Inside the next room, a doll with a tray awaits you. Walk past her, turn on the record. When the recording ends, a small door will open on the left side of the room. After that, the main character will find a whole bunch of dolls standing in rows. They all show on the curtains, Cassie discovers the body of poor fellow Henrik. Take the illuminated apple near him. Then you will again find yourself at the tree. Pick up the doll hanging from the branches. Again, the girl will return to the house, which has changed the interior. The room Cassie finds herself in is filled with giant cocoons. Just wait until the floor breaks under you, the next chapter is over.



Keywords: Perception, Cassie, apple, memories, house, Henrik, Bosch, Entity, door, Nick, smartphone, Serge, dolls

17.10.2017

To all lovers computer games in the horror genre, the new development of The Deep End Games will certainly appeal to you. "Perception", that's the name of this game, which won the love of fans, even despite the fact that story line short enough.

You play as a blind girl named Cassie, who is trying to uncover the secrets of her own life and find out what her dreams mean. To this end, Cassie visits an old mansion, where she is looking for clues, which as a result should give answers to all her questions.

This is how Cassie sees the world around her.

So what makes this seemingly ordinary Perception plot interesting? Firstly, these are the dark forces that haunt the main character in that very mansion, and secondly, the atmosphere. The developers tried to recreate their vision of how blind people learn about the world around them and, it is worth noting, they did it perfectly .

Start

At the very beginning of the storyline, you will have a short conversation with your mentor, who teaches you to see without eyes. With the help of a blow of her cane, Cassie surveys any room and can even distinguish individual objects, which would seem impossible. However, do not jump to conclusions, because the game is based on real events.

Immediately after Cassie's conversation with her mentor, she goes to the old mansion, which was discussed a little higher in the review. On the way to the house, a friend will call her and try to stop her, citing the fact that he will now come and pick her up, but the young heroine will insist on her own and go on a dangerous journey on her own.

No wonder the second name of the game is "Invisible Horror" - this is exactly what awaits the blind heroine in a scary, empty house, which is simply huge. Please note that when Cassie is blind, she can read the clues found, and special software installed on her smartphone helps her in this. Thus, you just need to take a picture of a sheet of paper or a page from a book, and the program will do the rest.

The same house

The old mansion full of mysteries keeps the player nervous throughout the entire passage, and the chic soundtrack maintains the atmosphere of horror that is happening around you. There is no need to wait for help during the game from other heroes, which makes the gameplay even more difficult and interesting. Therefore, exclusively alone, surveying what is happening around with the help of a cane, Cassie will have to reach the end.

Results

The review of the game "Perception" presented above makes us understand that the novelty from the masters of horror from the company "The Deep End Games" will appeal to all lovers of action-packed adventures conveyed in a unique atmosphere. Do you want to know for yourself what it means to survive in a harsh world, being blind and, in fact, helpless? Then, download the game on the site site and go on an exciting journey through the world of horror and nightmares.

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