Vanger's Life. (walkthrough)
Hey, Vanger, you're not regretting your mech at all. I mean, come on, bringing a heavy ellipsoid here through two worlds! But the worm probably liked it. Look, it rolled its eyes... And what's in your hold? Don't you know that Spumii love to lurk around such scatterbrained louts and then visit the defenseless bunches? Don't you know that many of the Departed Bios were devoured by Spumii? They got gobbled up and left. That's why they're called Departed. No, wait, it's the bios that got eaten, and the Spumii left... Or was it the other way around...
So. First, about the Vangers. The game only delivers if you primarily seek "immersion" from it. Playing Vangers superficially like in CS and solitaire is pointless.
The game has a fantastic atmosphere, mysteries, puzzles, stories, legends, unique jargon, killer jokes, and great, unusual music for that time.
You can listen to the soundtracks in good quality here:
http://www.gamer.ru/games/615-vangeryi/posts/8652
Vangers is a very old game (1998) and at that time, there were many real fans (quest lovers) and a lot of haters who played Vangers in the spirit of "long-haul" and "carmageddon".
Games with such depth and the "old style" humor haven't been released for a long time; all current projects are aimed at "making money".
This game, on the other hand, was focused on pleasure and generating countless lulz. If you want to forget everything and have a genuinely fun and interesting time, launch Vangers. The game is still enjoyable if you don't fixate on its outdated "cartoony" graphics.
Don't read further if you haven't played Vangers yet; finding secrets and unraveling mysteries yourself is genuinely cool. So don't listen to anyone, just play)
There will be another topic for you, later.
For those who have played and perhaps only seen one of the endings (there are three), here's a walkthrough to indulge in nostalgia:
I recommend reading the history of Earth and man. It's a bit murky and unclear, but it makes the game a bit easier.
A good description of the history can be seen here:
http://www.gamer.ru/games/615-vangeryi/posts/12327
Here you are in Podish, an escape on Fostral. Right away, we recommend going to the shop and buying only a Makhotin. Up!
You can earn a lot of bibs by exploring hideouts. There's a broken hemispherical hideout somewhere near Podish. You can find a lot of various stuff there. Especially if you don't go there for three cycles, this hideout will be replenishing. And luck helps too. Your task is to accumulate a large sum of bibs. When you have enough money to buy a Piercer, it's advisable to purchase it! Then buy a Nimbos, and calmly head to the Incubator, raiding all the encountered hideouts. That's how you transport goods, Nimbos, and Phlegm, gathering ammunition in hideouts. Sooner or later, you will be offered to transport Elic. If the cycle is approaching Zhiryogon, we recommend waiting near the Incubator until the beginning of this cycle to gain a huge advantage. Agree to transport Elic, and immediately head out with Elic in the hold. It might happen that you will be the First of One, which is why you must arrive at the Incubator at the start of the Zhiryogon cycle. By bringing Elic to Podish first two times, you will unlock the path to Glorks.
Now you need to think about your choice. The thing is, Biburats love to Rabricate all Vangers, which means putting a Rabbbox on them. You don't have it. You can get it in two ways: through Rabrication or by digging it up during Pipshow in the Garden. The most interesting thing is that if you got the Rabbbox not through Rabrication, you will HAVE TO fulfill all the Biburat's requirements, that is, deliver Heroin and Bushes, participate in Nuclear War and Pipshow. However, if you were rabricated, you only need to accumulate a decent sum of bibs and buy a normal mech. Just keep in mind that through Rabrication you'll get a raffa. On a raffa, you need to be extremely cautious. And you'll earn money on the raffa on Fostral, racing from Podish to the hemispherical hideout and back. Well, decide! In any case, you need to become an agent and get the key to Necross. And don't dare to look at Gira in Lampasses without a Rabbbox.
You are an Agent. Don't rush to head to Necross; you'll have time. Now (or earlier), you should complete Tabutasks, accumulate Luck and Authority. Tabutasks appear in escapes after transporting goods. Let's take, for instance, the tabutasks of ellipsoids. At first, they are very simple, like "Shoot 70 mushrooms", "Crush 10 bibs", "Travel from Podish to the Incubator without shooting any mushrooms". For these, you get a small amount of Luck, but then the complexity of the tabutask will increase: "Win Eleriction on the raffa", "Don't allow a vanger to enter the Incubator until the end of a cycle", "Win Eleriction without weapons", "Deliver 10 jars of phlegm", "Destroy an enemy mech", "Shoot down 10 Vangers from Glorks", and so forth.
Accumulate more than 50 Luck to start unlocking cooler hideouts. On Fostral, they take the form of half tires sticking out of the ground, and next to the Gorb Station on Fostral, there's a hideout where you can take a part from a unique mech. On Glorks, the hideouts are flat stones protruding from the water. In them, you can find either vanger weapons or parts from a unique mech. And on Necross, there are such round pits covered with leaves; pressing the spacebar makes the leaves disappear. You can also find vanger weapons and parts from mechs there.
Jokes. During Pipshow, dig around the escape with Buravchik. You'll uncover Buravchik himself; great, put him in the hold and drive him around Glorks. Returning to VIGBu, you will receive permission to visit the super-hideout of Biburats, near Rig Station, marked by a large black spot on the map. In the hideout, you can find either a part from a mech or a unique saddle or Pilot, which allows the mech to travel on its own without a driver. If you've already managed to gather a unique mech, head to Buravchik; he might give you access to the second hideout near the escape of Gira.
Now for the brutal deeds. If at least one tabutask from an escape is completed, a passenger appears in the escape... Deliver the passenger-ellipsoid to the Biburats and drive him around the escapes. Each Biburat wants to use the poor guy in their own way. Oburets wants him as a table decoration, Gira, as a water jug, Buravchik, for information. It seems Gira gives 11,000 bibs for a worm. And you can also take an Elic and deliver him to the Biburats; it's delicious after all!
Now try to accumulate bibs and buy a Mommy. To Necross!
At Necross, immediately head to Tsikatuha, into the BiZone. They will drive you away, saying that you're a vanger, holy moly, don't believe Tsikatuha! Enter there until Tsikatuha gives up and says something like, "That's all nonsense, good job catching the catch in my words." Now everything's alright.
Sooner or later, you'll be offered Tsiklop, a race with Little Tsik in BiZone. Remember what we told you about Eleriction? Here it comes...
By winning the race just once, you'll receive the key to Ikspolo. There are two hideouts - two green pyramids, the hideouts contain parts from mechs. Now take at least five sniff containers, and go ahead to gather snuff! If your authority is over 50, you will have no problems seeing the doll on the map, which looks like an ordinary mech. Drive up to the doll and quickly click the right mouse button on the sniff containers. Keep in mind that snuff is not the same; for example, if you're gathering snuff from a red doll and delivering it to ellipsoids, that's wrong. For Fostral, the doll is green; for Glorks, it's red; for Necross, it's blue. After delivering 25 portions of snuff to each main escape, take Kukkish and go catch the doll; don't forget the color.
Catching a doll for each color gets you three keys: to Viksov, Koks, and Ark-A-Znoi. You can gather another 80-90 portions of snuff from necross dolls and get a key to Buzina. Off we go for artifacts!
VIKSOV: Water world. Don't activate Catering; just drive towards the artifact on... the emblem of Russia!!! ...the union of indestructible republics... Exactly!
KOKS: The most dangerous world. You need a slow mech, like Mommy. Drive along the arrows; if it gets dark, don't worry, DRIVE ALONG THE ARROWS. The biggest problem is getting onto the bridge. You can take a leap, or simply drive onto it; it's no big deal. After driving through the arrows and making all the lights turn red (that's what turns the light on), you must reach the triple yellow arrow, after which the lights will stay on forever, and you'll take the artifact from the hideout.
ARK-A-ZNOY: Also a dangerous world. Huge terminators hit harder than sharks on Viksov. If you can manage it, jump to the rock where the artifact lies.
BUZINA: A beautiful and strange world. In the center is a large building with a pink protrusion in the middle. If you have the Starting Artifact, drive onto the protrusion and use the Ostrich function. Burrowing into the protrusion, wait and cancel the Ostrich. You should snag the artifact.
If you don't have the Starting Artifact, remember the word that the passenger told you when you delivered him WHERE HE NEEDED TO GO. If you forgot, deliver the passenger once more. Now, the hardest part: to find the password. Around the large round building, there are protrusions with symbols. For example, the password is FALEBOK. Find the letter F on Buzina, for example. Look at the symbol it represents and drive onto the protrusion with that symbol. If correct, the symbol lights up. That's how you find the password, and then you get the artifact.
STARTING ARTIFACT: A good artifact. It can provide protection. It draws symbols on the ground.
MECHANICAL MESSIAH: This artifact scares everyone for some reason. They say it's cursed, it’s cursed. But the artifact itself is good! To not have it stolen, we recommend placing it in a visible spot on Buzina, for example, in the corridor.
METHOD 83+: A very, very good artifact!!! It allows you to move to any accessible worlds without spirals and corridors!!!
BUT SECTOR: Useless, from our point of view. With it, you can have up to 20 mechs and move from mech to escape and from mech to mech.
PILOT: A good artifact. Although everyone says it’s bad, we don’t share that view. You set up the compass, activate the artifact, and the Pilot takes you where the compass points. It's especially interesting to win against Tsiklop; jump onto the ramp, activate the Pilot, and ride calmly. Convenient.
Now the real walkthrough of the game begins! Teleport to Ikspolo, head to Spobs, and activate the Starting Artifact's function: Spobsobnost. Open the pyramid with the space bar... Inside, Parafin, the last observer, will ask you to prove your uniqueness by arriving in a unique mech. Or, let's say in secret, arrive with more than 500,000 bibs. Now, having proved Parafin your uniqueness, you receive the key to Trill; take Mech. Messiah with you. And don't think to teleport to Trill using Method 83+! Only through the corridor. At Trill, apply the Starting Artifact function "Fence" and head up, at the first turn to the right, turn. Be careful and cautious! There’s a lot of lava, the roads are uneven, and they disappear. After reaching the circle that turns yellow, you listen to Karman’s tale of demise if, of course, you have Mech. Messiah; continue the tale by pressing the TAB key.
Now you need to choose a path, either:
CATCH ALL DOLLS: An easy task, very simple; you take Kukkish and catch. Karman's assignment. We recommend doing this.
POPULATE FOUR WORLDS WITH PASSENGERS FROM ALL ESCAPES: Now that's harder. Can you imagine? For each escape, tabutasks, 28 containers... And four worlds: Viksov, Koks, Buzina, and Ark-A-Znoi. Parafin's task.
Let's go down the route of doll-catching. On Ikspolo, all dolls are available. On Fostral, it’s biburat and necross. On Glorks, it's ellipsoid and necross. On Necross, it's biburat and ellipsoid. Overall, there are three dolls for each main escape, so that's a total of 9.
After catching all the dolls, all major worlds will turn gray and scary, mechs will turn yellow and homeless, goods will devalue, and all escape residents will leave. Sensitive eyes will weep when they listen to Karman on Trill...
Now to Ikspolo, open Spobs, activate the function of Mech. Messiah "Black Soil", drive into the open pyramid, drop the messiah anywhere, anyway upward, and quickly drive away. If everything is right, the pyramid will be enveloped in darkness...
Now to xMok, a world where corridors do not lead. There, in the center of xMok, take the tankacid, drive onto one of the yellow circles, and, clicking the right mouse button on the tankacid, pour it out; the tankacid will corrode the yellow circle. Descend into the dungeon, find the red dummy, and shoot it. The dummy will explode. Wait for Spumii to appear, that brown goo in the center of the circle, and take the last artifact... Using Method 83+, teleport to... Trill and kill yourself.
You are in Podish. Buy a decent mech. Read the note and head out. Having charged the spiral with a sense of accomplishment and farewell speeches, drive into the unexplored corridor to Earth... Someone will establish some ridiculous contact with you there; well, read, listen to the victory music, exit the game and hit Uninstall.
Now let's proceed with Parafin's task.
So first, you need to complete tabutasks for each escape. Then take as many containers with passengers as you can fit, one from each escape, and go to any of the listed worlds (Viksov, Koks, Buzina, Ark-A-Znoi) and drop the containers.
After settling 7 containers across 4 worlds, head to Parafin. Now Parafin has trained your Starting Artifact with the "Hyperbuoy" function. Go to Trill, activate "Hyperbuoy", and drop it on the yellow circle. The world should turn gray, and the lava must harden. Now to xMok. After gathering Spumii, kill yourself, resettle to Podish, listen to Lipkiy, and into the corridor to Earth. It seems there should be the final cutscene...
This is the end. Just as it should be. Enjoy, it's truly amazing. Many reminisce about these moments with bated breath.
The best walkthrough I've been able to find is taken from here:
vangerz.narod.ru
There are now versions for online play. Everything in this world moves in a spiral, and the best of the new is well-forgotten old. The time of Vangers will come again.