![]() ![]() ![]() The Kenisians and Maabas begin negotiations to share their world. Spock forcibly mind melds with several Kenisians, causing their mix of personalities to overwhelm them, then helps Zhatan expunge the ancient personalities. The Enterprise reaches the Sahntiek home system first to learn that, reduced to a primitive level, they were forced from their home in turn and the ships the Kenisians detected actually belong to the system's new occupiers, the Grepund. Every few generations they try to rebuild but every time the Kenisians, still driven by the personalities of their ancestors, destroy them again. The Kenisians defeated them in turn and forced them to give up their technology. However, Zhatan kidnaps Spock and Pippenge to assist her and takes the mines.Īs the Enterprise pursues the Kenisians, it becomes clear Zhatan intends to use the na'hubis on the Sahntiek, the race who forced the Kenisians from their world and enslaved them thousands of years previous. Spock believes the substance is dangerously unstable and using it will destroy an entire sector. One of them turns out to contain mines filled with an unstable compound, na'hubis. The Enterprise crew discover the Kenisians scanned several ancient sites on the surface. The Kenisians turn out to be a Vulcan offshoot who practice an extreme form of katra transfer where the memories and personalities live on in future generations: Zhatan now holds hundreds of such personalities. After a brief exchange of fire, the Kenisian commander Zhatan communicates with the Enterprise. However, when they arrive in the system they encounter a vessel which names the Maabas homeworld as Kenis Prime: The Kenisians inhabited the planet before the Maabas and want it returned. The Enterprise has been assigned to escort Pippenge, the Maabas ambassador, back to his homeworld after completing a treaty with the Federation. Their mysterious foes are the Kenisians - a race that used to inhabit the Maabas's chosen world thousands of years ago, and who now want to take it back. Enough force is shown to keep the alien assailants at bay, but a new danger arises. But just as the pact is signed, the Enterprise is attacked by an unidentified vessel. The Federation's interest is in the Maabas's great intellectual resources - their science, while behind in some areas, excels in others, and their philosophy is in line with that of the Federation. They do not travel the stars, but seek to explore from within. Several hundred thousand Maabas once took shelter on their new world, and have now been here for millennia. Enterprise is completing a treaty mission with the Maabas, a peaceful alien race not native to the star system they currently inhabit, as descendants of refugees from a great war long ago. ![]() The measured ammonia concentration just above the manure area of 24.7 ppm was used as a. There are also throwing knives and grenades to help overcome difficult parts of the story.Introduction The crew of the U.S.S. 4.2 Modeled region and ammonia measurement positions in the pig. She also possesses an electrical ability that affects nearby characters. Of particular note is the tame rat, which allows you to find hidden secrets and inaccessible levers. In addition to the basic techniques, the main character has a number of additional gadgets and items. Highly dangerous due to unforeseen air raids. Creep is a flying creature with a spiked tail.Abomination is a green monster that breathes acid and uses horns in combat.Fight with a hook word that also moves through the pipes. Mognoria is a militant woman who wields a long hooked scythe, swinging and fighting over ledges.Is a mutant capable of shooting explosive feathers. Can attack with fireballs, rings and jump high. Styx is a Shaolin monk who uses a pole.There are several main types of enemies in Comic Zones: Defeat enemies and follow a story made up of 3 different episodes set in New York, the Himalayas and New Zealand. Along the way you’ll meet many dangerous opponents against whom you’ll have to use an advanced combat system. The transition between levels is done by switching between pages of paper, which gives an unusual atmosphere to what is happening. All objects and characters are drawn, which means that danger can lurk around every “corner”. The main feature of the game will be levels created in the wake of a comic. So adventures begin in an unusually bright place, hoping to return home and overthrow local villain Mortus, who strives to enslave innocent people. ![]() But one day, on a stormy night, lightning strikes the building, transporting the protagonist to the “universe” he has created. You take control of the artist Sketch Turner who draws fantasy worlds. In arcade action with beat ’em up elements – comix zone – You will literally visit the pages of the comic. ![]()
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