Game south park how to get to canada. Complete walkthrough of South Park - The Stick of Truth

Attack Clyde's fortress. Cross the moat using the Nagasaki ability. At the entrance to the fortress, use the Whisperer on the water to electrocute enemies.

Walkthrough guide South Park: The Stick of Truth

South Park: The Stick of Truth Walkthrough Guide

Teleport to the generator and turn off the electricity. Come inside.

South Park: The Stick of Truth Walkthrough Guide

South Park: The Stick of Truth Walkthrough Guide

Break the barrier, defeat the enemies. Shoot at the stairs or at the shelf with the bowling ball (there is no difference, just two ways to get up). Neutralize the enemies and go upstairs. Approach the fence, wait until the Nazi who was raising the cow goes down to the cages.

South Park: The Stick of Truth Walkthrough Guide

South Park: The Stick of Truth Walkthrough Guide

Then shoot the tire from above, this will neutralize both that Nazi and the cat. The remaining cats will run up to the fence, use the Stink Charm on the lamp. Break the barrier and fight off the remaining Nazis. Break the wooden support and use Nagasaki on the crack. Go upstairs. Go to the right and beat the guys who offended the kids, and turn the “wheel”. Use the anal probe and teleport to the roof. Shoot the lamp, it will fall down and start a fire. Fart on this fire with the Stink Char.

South Park: The Stick of Truth Walkthrough Guide

South Park: The Stick of Truth Walkthrough Guide

Get down and turn the second “wheel”. Go through the gate. Stop Craig from releasing the Nazi cows.

Stan will ask for help (you will find him in the upper left corner), he will throw a lamp, shoot it, and then fart. Ike is waiting for you on the other side, use Nagasaki to help him enter and use the Stink Charm on the ignited mechanism.

South Park: The Stick of Truth Walkthrough Guide

South Park: The Stick of Truth Walkthrough Guide

Fight Clyde and the last cow. Go upstairs. We need to defuse the pussy bomb in Mr. Masochist's stomach. Use dwarven dust and go straight into his ass.

South Park: The Stick of Truth Walkthrough Guide


South Park: The Stick of Truth Walkthrough Guide

Walk through the rectum, bumping into the “white substance” in places. Once inside the condom, tear it, and then climb up the corn (I hate even to write about this). Choose Stan as your partner and use his help in overcoming the electrical barrier.

South Park: The Stick of Truth Walkthrough Guide


South Park: The Stick of Truth Walkthrough Guide

Shoot the red growth to kill the germ and teleport away.

South Park: The Stick of Truth Walkthrough Guide


South Park: The Stick of Truth Walkthrough Guide

Continue on and climb up Mister Hat. Break the billiard ball using Nagasaki. Get to the flashlight. Climb it and go down the small poop slide. Insert the battery and turn on the flashlight by pressing the yellow button. Make your way further until you meet Prince Sparrow. Prove to him that you are worthy to advance by defeating him. Break the animal's skeleton, use Nagasaki, climb up the pile of poop, teleport to the button and turn on the vibrator.

What you need to know to succeed:

  • There is so much fan service in the game that there is no point in describing the passage of side quests or any game items. The whole point of the game is not only in the stunningly crazy plot, in full accordance with the animated series, but also in a huge number of game items, when you find them, you, for example, will remember the oldest episodes of the animated series with warmth and a sarcastic grin on your face.
  • We won't cover this in the walkthrough - but you will find tons of interesting things in the game as you explore the city. And believe me, it is not at all as small as it seems at first.
  • The “Find New Friends” quest lasts the entire game, and as you progress you will find many new faces who will be added to your friends. Add! This will open up access to new items and abilities. Be sure to add Al Gore as a friend.

Start. New kid in town.

After the introduction you will be asked to create a character. This is a real South Park avatar designer. Next, we search our new home and open everything with yellow handles. Here we get our first task - to make friends with someone.

The first friend can be found by leaving the house to the right - the guy will take us to Kupa's Fortress. After talking with the leader of the fortress, you will be brought up to date and asked to choose a character name and class. Be very careful when choosing a name. But you can choose any character - they are all good. Warrior, Mage, Jew, Thief - many have the same abilities, but they give different effects (stun or sleep, for example).

The weapon rack looks especially impressive.

In the Kupa fortress we go through combat training, nothing complicated. We apply our combat skills right there, during an enemy attack, and receive a new task - to gather the best warriors of the fortress together.

Call the best.

We leave the fortress through the house and go left, past our house, being careful of ambushes. We continue to go left to the house of the first warrior - but we learn that we cannot bring him, he is punished.

Returning to the intersection, we go to the uppermost street and to the right. You can defeat the guard only if you have a gas mask. Along the same upper street we go to Jimbo's store and buy a gas mask. There shouldn't be any further problems getting into the house.

On the middle street on the right we find a coffee shop, we find a warrior, but he needs to be helped. To do this, we go to our street, go right to the poor quarter, and in Kenny’s house (or rather, in the garage) we find everything we need.

Detained at school.

You still need to save one of the warriors from captivity in a terrible place - a school. At the fortress you will be taught a new spell. Next we go to school, to the left along the street.

At the school we fight with the guard on duty and go through the doors on the right. You can destroy the enemies behind the chairs by shooting at the fire extinguishing device on the ceiling.

We go upstairs past the dining room, along the corridor to a dead end (Kenny and his abilities will help us get through). We fight with the guards and get the key. We return and open the locked door. There are many objects here that you can shoot at to make the battle easier. Butters will help revive the beaten schoolboy, and the revived one will give us a new key.

Go right along the corridor, go to the teachers' room, knock another key off the shelf. And we go down to the dining room. Here we will meet the boss - the main duty officer. He is afraid of fire, so using firecrackers and weapons with fire damage will make it much easier to defeat him. We go to the dining room and save everyone.

Bard

And again the fortress, and again the spell. Even more terrible, even more smelly. We go to the tavern in the Bard's house, into the basement there. In the basement we will find ourselves surrounded, we shoot out the window and, having cured one of the fallen warriors, we go upstairs to save the leader of the Kupa fortress.

The bard meanwhile fled. We use a new spell on everything that is burning, shoot at everything we see, and let in our allies. The whole crowd goes to the second floor, we save the princess from captivity by breaking the table leg and climbing up.

Kenny's charm will help us climb into the attic, and there will be a boss battle up there. To avoid falling asleep listening to the bard's songs, you need to quickly press the button shown on the screen. Strong blows are especially helpful against the bard. After the victory, go back to Kupa's fortress.

Abduction and probing of the fifth points.

We will be kidnapped at night and tortured. Only a special skill will help you free yourself - quickly press the button.

As a reward for perseverance, you will be given a personal teleporter. We move outside the protective field. Going out the door from below, we kill the aliens, do not forget about the teleporter. You can pick up a cool laser from the creatures. Afterwards we go to the large hall. There are many platforms here, we teleport along them. We go down, read the audio diary, along the lower platform we get to the pipe with the aliens, teleport under the pipe and use the panel - the fan will destroy one of the aliens. We move into the pipe and finish off the rest. Along the pipe to the right, we play key repetition. You can't make mistakes, but try.

We return upstairs and go left. Using the environment, we kill aliens. Press the blue switch and further left. There is also a switch on the wall. Returning to the central platform, we go into the room that has opened on the left and, having killed the aliens, turn off all the lasers on the alien ship.

Alien captains can give you a light.

We save one of the fathers, and, having taken the crystal, we go into the corridor. We move to the left and get to the bosses. The alien pilots are very well protected by a device on the back - the matrix. First we kill her, and then the aliens. Electricity especially helps.

New allies.

There are few warriors in the fortress - new ones need to be summoned. Even the original enemies. For example, ready. We go to the school, to the backyard. To talk to them, you have to dress like a goth and bring them coffee and cigarettes. Schoolchildren smoke cigarettes near Jimbo's store, and coffee can be bought at Tweek's coffee shop.

Further, we cannot avoid captivity, and offers from enemies to join them, along with the Goths. You can dress like a goth if you buy things from a homeless person on the upper street (on the right). We go to the goths, they will ask for a photo with a protest poster. To do this, we’ll go to the parents’ committee (the building to the left of the school). Here Randy, saved from the aliens, will meet us and teach us a new technique. We go to the construction site that has appeared in the city, and, using a new spell, we make our way to the roof using a teleport. We jump down, having overheard the conversation, fight the zombies and, having taken the recording from the meeting room, try to get out. Zombies must be finished off, otherwise they will be resurrected.

We return to the parents' committee and take a photo for the ready. We dance with them so that they join us. You will need to decide which team is best to continue playing with - Cartman or Kyle. The choice determines the composition of the allies who will remain with you.

School attack.

Having joined the camp (I joined Cartman’s camp), we head to school. We go to the backyard and resurrect the defeated Goth. We make our way to the school cafeteria. Most elves can be defeated using the environment. We go down and to the left. We climb into the ventilation and remove the barricade using gases.

New barricades await us in the corridor. We spray water from the ceiling and make our way through with gases. We climb into the ventilation and then go to the basement. In the basement, a schoolboy turns into a zombie. We beat him and move on.

We go to the next room, break the pipe and go up. We turn off the valve on the pipe, crawl into the ventilation and turn on the electricity panel. We return, turn off the generator and run through the water.

We go to the hall, where we will be greeted with a catapult. We urgently teleport to the balcony, go around the ambush on the right and use a spell to break the barricade. After the enemies are defeated, we break the barricade with a catapult.

The boss, Stan, is waiting for us in the next room. The thief class will be a good help, but overall the boss does not cause problems. The only thing you can think about when choosing a partner is that you will get different fighting styles.

We go upstairs and meet two more groups of elves. We pass to the left. We will need to choose who to attack. At the end of the fight with the boss, you will need to interrupt his magic with your spell. And then find out that the great branch was stolen again.

Colon gnomes.

At night, gnomes come and steal your panties. But we defeat them easily at first. Then it will be more difficult - after all, they will use magic on you. Remember - gnomes are afraid of fire. In the mouse hole, after jumping over the mousetrap, we climb up and knock down the pipe and wire. Having neutralized the mouse, we go further into its hole, along the wire to the top. Again we shoot at the pipe and up the wires. Having killed another mouse with a pipe, we finish off the other with our hands.

We find ourselves in the bedroom where the parents sleep. And we have to kill a squad of gnomes. Remember the fire. Catch up with the gnome on the bed. Dodge your parents' attacks in time. Once you receive Dwarven Dust, you will be able to shrink and grow larger.

Alliances.

We are moving to Kayla's kingdom. The zombie army must be defeated by any means, and even the girls must be called. In the city center, at the administration, we talk to the girl, and we are taken to a secret meeting. Naturally, no one is going to help us just like that. We will need to fight with the boyfriend of one of the girls. We go to the children's playground and beat the crap out of this unfortunate guy.

The next task will be to steal records from the abortion clinic. We change into the girl’s clothes and go to the clinic for unplanned parenthood. We go to the right, sit in the doctor’s chair and use a spell to break the equipment. We change into a nurse, go into the corridor, go through the guarded door to the records warehouse and look at the reports.

Enemies will appear and we must run away. For example, through a mouse hole. Shoot at the pipes - the military will help us. We move upstairs behind the shield, find ourselves in the office with the dad we already know and prove that we are still a doctor. We play the game by pressing the necessary buttons. Having shown the military that we are doctors, we go into the corridor. There we have to fight with babies. Our nurse costume will give bonuses - there will be no problems.

We shrink down and climb through the closet into the ventilation. As soon as you see the automatic turret, shoot the grenade in the soldier's hand. Using the teleport we move further. In the waiting room, a special zombie will attack us. This is a super boss. First we will have to destroy the umbilical cord, we must finish it off to the end, otherwise he will resurrect and the battle will become more difficult. Since the enemy has a large health reserve and no armor, use the effects of fire and electricity, which will bring additional damage. After the victory, we escape from the clinic, report to the girls about the result and receive the next task.

Canada.

Having received a Canadian passport, we go to neighboring country. Our photos will be taken in the city at a photo studio. To do this you need to beat the photographer. Next we go to the upper street, to the right to the very edge - you will see the road to the farm. At the farm we go to the right - we disperse the mice with a spell and go into the forest (up 4 times). By presenting your passport, we will enter Canada.

We are moving to Ottawa, to the Prince of Canada. He will direct us to Winnipeg. Having found the count there, we go up to the left and kill the bears. We return to the prince and receive the task of killing the bishop. We go to Banff, in the very north we find the bishop, we defeat him, leaving him alive. We return to the prince.

They will give us a letter. We leave for Vancouver, give the letter to the Duke and go to the southeast. At the pier we will be automatically transported to the other side. We demonstrate our abilities to Terrence and Phillip so that we are considered worthy of learning the super move.

We go into the cave and break the stone with a new ability. It is better not to fight with animals. The minister you will find next will help with the translation. We return to South Park.

Beat Clyde!

In Clyde's yard we attack the fortress. We lower the bridge with our new ability, teleport up inside and turn off the generator. We go down and go to the right - having shrunk, we pass into the hole behind the house. After curing the gnome with Butters, we kill the rats. We get to the tower.

On the first floor we simply kill zombies. On the second: we kill two, demolish the balcony with a spell, and climb up the stairs that the allies throw down.

Third floor: We destroy the towers on the left and right, launch a rocket with a spell. Having destroyed both towers, we will open the central gate.

Attack of the Clones!

Craig is a high level thief. The battle will begin with the cows - first of all we kill those with explosives, then the rest. If you have time, the extreme ones can be pushed off the platforms with the help of allies. To kill Craig, it is best to use mass spells. It also makes sense to use conscript assistants.

Having gone upstairs, we learn that it is we who will have to get to know the rich inner world of Mr. Masochist. There won’t be any special problems - we just move forward using the environment. Having defeated the ghost of the Sparrow Prince, we move on. Bomb in the stomach. Jimmy will help us with the bomb. We neutralize it in the same way as they did an abortion in the clinic. Let's get out.

The resurrected Chief will meet us in Clyde's room. We kill him and move on. The military will take away our charm and betrayal will force us to attack the immortal Kenny.

Battle with Kenny.

We constantly kill him, he will come to life and come to life, you can only defeat him with persistence and a secret technique - your allies will help you with unique attacks.

Watch the video about the disappearance of the infection in South Park. And it's time to hit the road to explore the world South Park and complete additional quests!

Start.

After a funny video, we create our own main character. Having decided on the appearance, we begin the game. The plot is like this. Parents move to South Park in hopes of a new... better life, after a dialogue with our parents, they invite us to get out of the house and onto the street and meet the local residents. Our first quest begins.

The first day.

New kid in town.
We look around the house. Note that all objects that have yellow handles can be interacted with by pressing "Space". We begin to rummage through the closets, looking for valuables, having crawled around the house, we go down and go outside. Leaving the house, press the button "b", a city map will open, our house is red and is located in the lower left corner, remember this. We run further to the right. When we meet, we come across fighting children in strange clothes. We separate them by saving Bathers, we have
appears first friend (1/120) . We follow Bathers, he leads us to the green house of Master Cartman.

Once in the backyard we see a camp where children are playing role-playing games. The most important wizard, Cartman, approaches him. Next, we choose a name for ourselves, no matter how hard we try to call us…. Then select the class Warrior, Mage, Thief or Jew. Having chosen a class, we go for weapons. Having purchased a weapon, training in turn-based combat begins, we do everything as the master says.

We approach Princess Kenny, he gives us an additional task "Flower for the Princess" . We go left to the fence and pick the daffodil and give it to the princess. Then we have another friend (2/120) .

We go to the tent, watch the video, then the elves attack the camp, we defend it.

Call the best.
Cartman sends us to find the best warriors to return the stick of truth. We go in search of them.

We leave the camp and go up to the 2nd floor, in Cartman’s room we find panties(1/5) , and garage key, in which it is located Chinpokomona "Pingin" (5/30). Next, we leave Cartaman’s house and move along the street to the left, on the threshold of the next house we meet a girl Arcs(3/120), we add her as a friend and go into the house opposite her. In the bedroom we will find - Stotch's garage key and in the child's room chinpokomona Martykh(4/30) And Key to the Lair of Chaos.

We leave the house and on the tree on the left we find chinpokomona Chu-chu Nezumi(1/30) . We shoot it down with a bow by pressing "A» .

Find Craig.
We destroy the obstacle near our house, and once at the bus stop we see a flag. We watch a video from which it becomes clear to us that flags are used to quickly move around locations. Activating everything 12 flags Let's complete the additional task of Timmy Express. And this is our second flag, the first one we activated in Cartman’s camp.

Then an ambush awaits us, having dealt with the elves, we approach past the bench on which the girl is sitting, move to the left until we meet Kelly Garden(4/120) add her as a friend. We open the brown garage opposite her, shoot with a bow at the flickering lever on the stairs, she will fall, we climb along it to the top floor where we will find another friend Pita(5/120) .

Entering Craig's house, his parents report that he is being punished for bad behavior and is in extra classes at school.

Next, we go into the dark blue house, on the second floor we talk with a Star Track fan, who gives us an additional task "Volcano is everywhere", to complete it you need to find his iPad, which is located on the church grounds behind a tree. After searching his bedside table we will find another briefs(2/5)

We leave the house and activate another one district flag (3/12)

Call the best.
Let's not be distracted from the main task and move towards Token's house.

At the gate of Token’s house there is a guard who does not let us in; every time we try to go there, he sprays us with a gas canister. To get to the house we need to buy a gas mask. We get a new quest.

Uninvited guest.
We run left to Jimbo's store, it is located on the same street. We activate near the Chinese restaurant flag "Tower of Peace"(4/12)
Inside the store, after talking with Jimbo, we buy a gas mask, then buy a book "Hunter's Guide to Survival in wildlife» we can take an additional quest "Big Game Hunting with Jimbo" , we return to Token’s house and deal with the guard, then we follow to the house. On the threshold of the house we knock down on the window chenpokomona Velosirapper(24/30). Login and recruit Token (6/120) . We go out into the street and run to the right, at the gate on the right we activate the flag "Dark Meadows"(5/12). We go down further to the lower street, having reached the cinema we shoot down with a bow above the booth Chenpokomona Gyrodactyl(19/30). Between the cinema and the coffee shop in the alley hiding behind the bushes Al Gore(7/120) , from him we will receive an additional task "Manbearpig"

Find Tweek in the coffee shop.
We enter the cafe, we find Tweek in the closet, but he cannot leave the coffee shop until he completes his work, we need to help him bring him a parcel with an ingredient for coffee. We receive the quest " Hot coffee"

We run to the right, activate near the warehouse flag “Keep it yourself” (6/12), and teleport to Cartman’s house in the camp, talk to the gunsmith, add as a friend Scott Malkinson (8/120) we go out into the street and run to the right into the poor neighborhood into the house where he lives
Kenny McCormick. On the way we run into the green house where Stan Marsh lives, in his room we find in a box briefs(3/5)and a strange satanic note with directions (right-up-right-down-right), let's go out into the corridor, in the room opposite our parents we'll find another one briefs(4/5). We go outside and talk to Mr. Broflovski (9/120) and continue to run further to the right into Kenny’s house, at the intersection behind the tree we break a pile of firewood and pick up Chenpokomon Mohnokota(2/30). Having reached Kenny's house, we activate flag "Kenny's House" (6/12).

We enter the house and talk with his mother, she gives us the key to the garage. We enter the garage, a battle with methamphetamines awaits us inside. After the fight, we go up the stairs and take Tweek’s package on the shelf in the left corner above the door. Then we shoot at the ceiling with a bow, go up to the roof and attach the Al Gore sensor near the transformer. We go to Kenny's house and meet Karen(10/120) adding a friend in the kitchen Miss Macromic(11/120) We go outside and teleport closer to the coffee shop. We give it away Tweek(12/120) his long-awaited parcel, in return we receive the key to the chest that is located on top of the shelf. Next, we go outside and return to the camp, which is in the backyard of Cartman’s house. The master will teach you a spell "Dragon's Roar", to perform it, hold down the left mouse button and press any of the buttons "A" or "D" until a strong amplitude appears, freeze for a couple of seconds and press the right mouse button, once you complete the spell, you will receive a new task.

Call the best.

Detention after school.
We run along the lower street to the left, activate flag "School" (8/12). We enter the school and deal with the redhead. We go to the right behind the barricade, we see two more redheads, use a bow to knock down the electric fan and then shoot at the sprinkler on the ceiling, the redheads will be electrocuted and we will end the battle without starting it. We destroy the barricade by pressing the button with a dragon roar "P". Then we shoot up at the ventilation cover and it will fall out Chinpokomon Poodlesaurus (15/30). We go further up and to the left there we deal with another duty officer. Next we find ourselves behind bars, here we need Kenny’s partner, press the button "Y" and change shooting to control your partner, point the cursor at the redhead, a finger will appear above his head and press the left mouse button. After the grate is removed, we will see 3 more redheads, shoot with a bow at the picture of two of the team crushing, finish off the last redhead and get Brass key. Then we go up and open the door in the room with the key, we see a bunch of people on duty, we shoot with a bow into the ashtray, then we use the roar and destroy the barricade, after we shoot at the stack of books, having dealt with the people on duty, we treat the hostage with the help of assistant Bathers and get Silver key. We go out into the corridor and move right to the next door. Having entered it, we knock it down with a bow Golden Key, which is on top of the shelf.

We go downstairs, approach a door with two doors, and he approaches us from behind boss chief duty officer.

In battle we try to block all blows, drink coffee, treat wounds with Butters, all those on duty are vulnerable to fire, so we can use a firecracker "Dragon breath". Having defeated the duty officer, we can look into his locker. Then we boldly enter the dining room, freeing all those punished, and receive gratitude Craig and add him as a friend (13/120). We return to camp.

Bard
The master will teach us a new spell “Stink-Enchantment”, we do everything the same as the first time. Afterwards, we all go in search of the Bard who stole the stick of truth, to the Neighing Donkey tavern, located in his house. We go outside and find ourselves after the video in the basement of the building, looking for Bard.

Find the Bard in the tavern basement.
Having seen the Bard, we watch the video, then a battle with a crowd of elves awaits us. After we deal with his crowd, the Bard runs away and his 2nd support group comes running. We use the spell “Stink-charm” to select, press (the “U” key), and then apply the spell (with the “P” key), direct the spell at the burning lantern, then shoot at the window with a bow, thereby it opens, and to us Craig comes to help him, something doesn’t go according to plan and he receives a charge of current and, together with him, neutralizes the rest of the elves. We treat him with Butters. We get out of the basement.
We run to the left and find ourselves in the kitchen, we see three elves, we shoot at the lampshade with a bow and neutralize one of them, then we enter into battle. After killing the elves, we revive Master Cartman with the help of paladin Butters. He tells us that they kidnapped Princess Kenya, we need to save her and gives us another quest.

Save Princess Kenny.
We run into the room on the right. We shoot from a bow at the chandelier, then use the “Stink Charm” aimed at the candle, the barricade will collapse. Next, we will take our friends who cannot enter the door out the window. We shoot at the lantern by the door, and then use the spell again, pointing it at it. The door will fly off its hinges and our comrades will run into the house. We deal with the rest of the elves and go up to the 2nd floor. We look into the cabinet, there we find the keys to Jimmy's garage, we enter the left door.

Once in the room, we shoot at the base of the shelf, the ball rolls, knocking down the figurine, it falls on the cabinet, breaking the leg on it. Next, we break the leg, shoot at the chandelier, then at the shelf that looks like a ladder. We climb up, destroy the rubble and cling to the wire, roll along it, knocking the elf off his feet, the princess is saved. We return to the corridor.

The bard locked himself in his room holding the door, we need to find another way into the room, we look up and notice an open hatch from which an elf is sticking out, we use our partner Kenny, the bewitched elf lowers the stairs for us. We go up to the attic. We use the spell “Stink-enchant” and knock out one elf, the second can be disabled if you shoot at the lantern, and then apply the spell first on the first lantern, and then on the second, there are also rats on the shelf, they also enter into battle with us. Below in the corner under the shelves we will find chinpokomon Dopigyzun(29/30) . Then we shoot in the right corner at the box; it falls, breaking through the passage down to the Bard’s room.

Boss Bard.
The bard is a strong opponent, all attacks are connected to his musical instrument, we don’t let him put us to sleep by pressing the desired button that appears on the screen. If you still fall asleep, then skip the move. Don't forget to resurrect fallen heroes. Having dealt with Jimmy, we approach the master and go to the Kupa camp. After the stick of truth is in its place, Cartman's mother will send all the children home.

It's already late!
We return to our home, leave the camp and move left to the red house, go up to the 2nd floor to our room and go to bed.

Alien abduction
Before we can lie down on the bed and fall asleep, we are abducted by aliens. Having dragged us into their laboratory, they will torture us; in order to free ourselves, we need to quickly press the button. "Y", (I did the following: raised the keyboard to a vertical position and with both hands helped to quickly press this button).

Having ruined their unit twice, we will be freed. But as a result, we get an alien probe with the help of which we can teleport by finding simple teleports in the form of a blue eye with antennas. To select a probe, press the key "Y" until the probe appears in the icon below, point the arrows at the eye and click "A" Now we can move outside the protective field. In the room you can see a semblance of a red eye; if you shoot at it, it will break, and a microchip may fall out of it.

We leave the room, find ourselves in the corridor, three aliens meet us there, one of them, having noticed us, turns on the alarm, the shield is activated. Let's go into the right door, in the left corner of the room we will find a homeless man's audio magazine. We return to the corridor. We shoot at the broken cable; one of the aliens will get an electric shock; all we have to do is deal with the last two; we will move towards them using a probe. After the victory, we receive the “Alien Laser” and immediately take it into service. Then we listen to Randy Marsh, run up to the door and point the probe at the blue screen to the left of the door, after activating the door we go inside. We find ourselves in a multi-level room.

Using the probe, we move to the central platform, and from it to the upper one. Then through the upper teleport we go into the pipe with two aliens in caps. Having dealt with them, we click on the panel, the shield on the left side at this level will turn off, in the right dead end there is another audio log, next to it to the left and above we activate the purple lever, a window will open below us and a hidden teleport will appear. Teleporting to the lower floor we will find a bunch of useful items. We return and run all the way to the left and approach the panel to free March, but not everything is so simple, we need to repeat the combination of 4 colors.

Liberation fails, we are looking for another way. We go down below using the probe, first to the central platform, and then to the lower right one. Let's listen to another audio magazine. Then we point the probe at the blue screen that below, next to the alien, after its activation it will fly into the pipe in the literal sense of the word.
We return to the central platform, click on the right panel and the lower platform will change its position, taking the right side, move to it again. Then we teleport through the teleport in the pipe to the platform, under the pipe on it we activate the panel and the alien in the cap will be crushed by the screw. After you can move into the pipe itself, we run all the way to the right, there behind the wall we activate another screen, we search the box, going up the stairs we listen to the recording of a homeless person from which we learn about the code on the locker - 776 . Next, we again try to free Randy, go to the main panel and repeat the color combinations again, after each incorrect set, the combination changes, and Randy is tortured, we wait for a simple combination, which we will definitely repeat. After we have succeeded, a bridge appears at the top of the main passage to the left room with three aliens, we move there. Standing on the threshold, we shoot with a long-range weapon at the flickering non-working monitor that is above the alien, he falls, killing him, then we shoot at the broken wire that was behind the same monitor, he kills another alien, in the end we are left with the most important thing, we finish him off manually. After the victory, we approach the panel, clicking on it on the alien ship, all alarms and laser fields are turned off, we return to Randy. We repeat the button combinations and release Randy Marsha(14/120) , he tells us that we are now his friend. We pick up the fallen White energy crystal from the robot that tortured Marsh, and go out into the corridor.

Next, we go down the hatch that opened opposite the door, we find ourselves in the basement of the plate, there we listen to the last audio log of the homeless man, from it we find out that he tried green slime and became a Nazi zombie. Running up to a pile of garbage and knocking on it, a mutated homeless person will appear from it. After defeating him, we will receive a tin foil hat that provides excellent protection from aliens. We go up the stairs and run to the left along the corridor, insert the energy crystal, and then open the door using the probe pointed at the screen. We find ourselves in a room with many monitors, in the upper right corner on one of them we shoot down Chinpokomona Bugbot(26/30) . Then we go to the cockpit

Alien pilots.
So, two pilots are fighting with us and the installation that helps them in every way, first of all, we destroy it. It’s better to defeat the aliens with special abilities, replenish your strength and drink coffee. After the death of the pilots, the plate falls on the shopping center, debris scatters throughout the town and an incomprehensible green slime flows into the sewer. Afterwards, we wake up in our bed as if nothing had happened.

Second day.

Find new allies.
Leaving his house, Cartman will meet us on the threshold; the master gives us a new task to communicate in the area with other clans and find new allies to help us. Let's go to the Goths. We go out into the street and run to the left, thoroughly inspecting the area for secrets, since
Since the probe appeared, we can teleport with the help of our eyes to places where we could not before. And so, having reached the light green house on the 2nd floor, a window will be open and a backpack sticking out is visible. To get there, we climb into the garage into the attic and are transferred to the window using a teleport. We will find valuables in the backpack. We run further to the left, having reached the building of the parent committee on the right wall we will find another teleport, use it to transfer to a fenced area, on it we will find Chinpokomon Khrupyrya(8/30). Having reached the school, we run to the backyard, where we will meet a gang of goths. They don’t want to communicate with us until we look like them, for this we need to find cigarettes, get strong coffee and goth clothes.

We run to the left into the forest in the lake, we will see a protruding eye, we teleport, we find ourselves on a sunken plate, in it we find valuable things and Chinpokomona Tritonaut(27/30). Then we approach the “scale” stand, which is to the left and grab the Al Gore sensor, then run to the right and run out near the church, activate flag "Church" (9/12).

The volcano is everywhere.

We search the front yard of the church and find behind the Christmas tree Kevin's ipad. We teleport to the fan’s house and return his gadget to him, we have another friend Kevin Stowley (15/120).

We return through the quick access to the peace tower flag. On the right we see a lantern standing on the ground and a chinpokomon imprisoned in ice, use the dragon roar spell, take it Chinpokomona Broccori(23/30)

Nonconformist.

Find a pack of cigarettes.
We run left to the store "Jimbo's Guns" In the alley on the left we will find smoking high school students, having beaten them, we take away their cigarettes.

Having passed to the left all the way, we see a man near the bar behind a pile of garbage, we will help him get out, breaking the rubble, after which we will have another friend Mr. McCormick(16/120). Let's go to the bar and get extra from Skeeter inside exercise "Rats in the Cellar" and the key to the cellar we move there, we deal with rodents in the cellar. We turn in the completed quest, get a dart and two more friends Skeeter (17/120) and bartender (18/120).

We run to the right, entering the restaurant, we speak with Mr. Kim, he tells us that it was occupied by the Mongols and we need to get them out, then he gives us the key to the Tower of Peace, an additional task begins "Mongolian beef", We leave the restaurant and enter the tower. Having entered the tower, we deal with 3 children, then we shoot with a long-range weapon at the roller of the bridge; it lowers, building a ladder. We go up to the balcony by knocking on the gong and two more Mongols will appear. We bludgeon them then go to the right side we see a hanging key from the casket that is near the gong and sitting in the cage chinpokomona Sheeptrona(3/30) We shoot him down with long-range weapons. We rise, we find ourselves at the very top of the tower on the right on the balcony, we kill 3 more Mongols, then we knock down the dragon’s tail, put it in place. We shoot in the eyes of the dragons and the gate will unlock, we go up the stairs. A horde of Mongols is waiting for us on the roof.

Boss Mongol Horde.
We use the special abilities of the heroes, do not forget to heal and resurrect a fallen partner. We drink coffee
to deal two attacks. After the victory, we return to Kim with good news. We have another friend Mr. Kim (19/120) He also gives us a miniature gong, if we knock on it, we will call Kim for help, but the gong cannot be used against bosses.

Then we run to the right along the upper street, we can run into a luxurious house, go up to the attic in the garage, teleport to the roof by breaking the chimney, we will find a box in which there is armor. We run to the cinema, go inside, approach the child in a black robe from above, add Damian as a friend (20/120). Then we run to the coffee shop.

Find black coffee.
We go to a coffee shop and buy coffee. "Heavy Roast" by Tweek Brothers" We make two more friends Mr and Mrs Tweek (21,22/120). Leaving the coffee shop, elves will attack us, we will have the choice to surrender or fight, our choice will not change anything, the outcome will be the same, we will be captured.

Elf camp.
Having gone to the elf camp, we find out that the elves did not steal the stick of truth, and this is just the machinations of Fattrest. Kayla invites us to cooperate. Meet the elf who sells weapons Jason(23/120).

We talk to Stan, he will tell you that his sister stole an iPhone and we will get an additional task "Giantess".

After talking with Jimmy we find out that he lacks a magic flute, in order to become a real bard we get the quest "Magic Songs"
And the grimy guy at the fountain will tell you that people have put up signs that need to be destroyed and will give us another quest "Restoring balance."Afterwards we activate flag “Elf Camp” (10/12).

We go to Kyle's House. Going up to the 2nd floor, in Kyle’s room we will find in the cabinet panties(5/5) , and in the next room we will find the key to Broflovski’s garage. We go outside, open the garage, and find Chinpokomona Stegmata (18/30) . To the right of the garage we destroy the snowman and we have another friend Francis(24/120).

We run left to Kenny's house there
let's go a bowl, put the sausage in it that Jimbo gave a garbage dog will appear. Let's deal with him.

We remember the strange note that was found in Stan's house. We run to the right where the rats are blocking our path, we disperse them with the dragon's roar spell, remember the direction indicated in the note. We follow the instructions strictly. As a result, we will go out into a clearing where we will meet under the tree, 12 animals, if we recognize their ruler, then they will become ours friends +12 (36/120). If you can’t get out of the forest on your own, then wander through it, avoiding wolves; after 5 minutes of wandering, your parents will find you and take you home.

Restoring balance.
And so to complete this quest you need to break the posters that are located:

Near Kevin's house, at the church, in the children's park, at Stark's pond and at the Masochist's house.

On the way, we’ll run into a neighboring house, where a woman is sitting on the sofa, and get to know her Mrs. Stotch(37/120).

We run to the playground and destroy poster(1/5) we notice a hidden boy behind a pillar, if we approach him we will get quest "Hide and Seek"". We go out to the masochist’s house behind the Christmas tree and meet him the first hidden child (1/6). We're destroying the house poster(2/5), and we enter the house and talk to the Masochist, we get quest "Mr. Masochist's Delivery".

Buy a gothic outfit.
We run to the right and go up to the warehouse where we see a homeless person We buy goth clothes from him (hat, suit, gloves). We climb up the trash can, shoot at the stairs
ice, we go down the other side of the fence, run into the guard’s booth and open the doors on the left with the button. We run into the depths of the garages and open the rightmost garage; we have already found the key to it. It’s dark inside and the alarm goes off, we wait until the lights turn on. We run to the right and add to friends of General Bardak (38/120). We climb onto the shelf and knock down Chenpokomona Robo-rooster (16/30). P we go through the ventilation to the roof, on the left edge we look into the bag, and on the right, using a probe, we are transported to the distant garages, where we will find the squire’s helmet . We run to the right and up to the farm. We pull the bell at the gate, a cow comes running when it rings, and we beat it. Then we go up to the farm and attach the Al Gore sensor to the weather vane.

Magic songs.
Then we choose Jimmy as a partner, a farmer will appear who will tell you that there is a flute in the barn, but there are maddened cattle there after which he gives the key to the
mbara. We go inside and see kamikaze cows. We try to kill them as much as possible per turn, because when they attack, they will self-destruct, causing us a lot of damage. Returning to the farmer after playing the flute Jimmy becomes our friend(39/120).On the left in the corner near the fence we will find a child playing hide and seek (2/6)

We run to Al Gore after he has evidence about a strange beast, he gives us the key to his garage. Afterwards we go to Al Gore’s garage where he gives us another task to install a defibrillator in the sewer. We run to the left and near the cinema we go downstairs and activate another one flag "City Center"(11/12). Next, we run to the left near the photo studio, break the snowman and run behind the building, where we find another one Friend Millie(40/120), then we break the window with a long-range weapon, and using the probe we are transported to the 2nd floor, where the boy is sitting Douglas(41/120).

We move to the left and go into the bank, at the table we find another one child who plays hide and seek (3/6)

We approach the policeman and add him as a friend Officer Barbrady (42/120). Then we run left again, approach the lady on the bench, add Mrs. Biggle as a friend (43/120). We activate the last one behind it flag "western part of the city" (12/12), Timmy (44/120) becomes our friend . Let's go to the post office and get acquainted with Loloy(45/120) . Let's go to the storage boxes and find them there. key, then we go to the jumping Mr. Masochist's package. Then we enter the red one-story building and get acquainted with Esther (46/120) , then we move to the left and save the girl from the bully girls, we have another friend Annie (47/120) . On the tree to the left of Annie we knock down a branch chinpokomona Snakecat (13/30).

We go to the city administration, the mayor entrusts us with another task "The Homeless Problem" The point is to drive all the homeless people out of South Park.

We approach the priest and receive the quest "Find Jesus."

Find Jesus
We find a giggling Jesus on the left hiding among the benches. We return to the priest, he sends us on a repeat search. We go into the cathedral and direct
We place the spotlight in the center on the cross, then turn off the light (the switch on the right near the door) and we will find the silhouette of Jesus hiding behind the cabinet.

Then we add two more friends Jesus and Priest Maxi(48-49/120), Jesus also gives us a rosary, with their help you can call on God for help, but they do not work against the bosses.

We run left to Lake Stark, destroy poster (4/5), and we break the last poster near Kevin Stowley’s house (5/5)

We run to the right at the stop, on the bench, add a new friend Kelly Rutherford(50/120)

Giantess
Next, we run to Stan’s house and deal with his sister. During battle, we drink coffee to make 2 attacks in a row. Also, don’t forget to get treatment. After the victory we make two more friends Shelley Marsh and Stan (51-52/120). We return to the elf camp, approach the grimy guy and hand in the task, we have a friend Dogpu (53/120)

Back to Masochist(54/120) and we give his package, as a token of gratitude he gives us a whip, with its help we can summon the Masochist in battle.

Homeless Problem and Hide and Seek

We run to Kenny's backyard and deal with him there. by God (1/7), then we run to the garages and inside the van we find another settlement (2/7). We move towards the tower of peace and behind the pillar we find girl(4/6), near the lake on the right in a nook we will find another one girl (5/6). Then we run to the stop where the girl was sitting on a bench, run behind the tree and find a secret path, there we will find a settlement homeless people(3/7). Then we teleport to the “messenger” of the city and go down into the sewer. Behind a pile of garbage we find the last one kindergartener(6/6). Next, we teleport using the probe, go down and shoot at the valve. Then we run up to the device and connect it to Al Gore's defibrillator. We go up to the top and press to the left, there we will find a small house behind the bars, open the bars by pressing the switch and select Chinpokomon Vole Toad(10/30).

We knock on the house, Mr. Hankey comes out and says that his wife has lost her children, we need to find them, we get a task "Children's Landing"

We get to the surface. We complete the quests “Hide and Seek” and “Manbearpig”, Once on the playground, all 6 children become ours friends(55-60/120)

We return to the goths in the backyard of the school, they give us another task to go to the ongoing parent meeting and take a photo with the offensive poster. We run right into the next building. Let's go inside. After the video, as all the parents leave, we approach Mr. Maki and get the key to his cell and quest "Busted Stocks". Then we move to the table and Randy will stop us and call us to the toilet, where he will teach us the new spell “Whisper”. In the toilet, when we open the door of the first stall, we will find Chinpokomona Hamster(12/30). We were not allowed to take a photo with the poster, we are solving the problems of the committee..

Problems of the parent committee

We go to the shopping center on the upper street. A crowd of people has gathered near him; after it dissipates, two guards will remain; we distract them with a new spell and run to the gate. Then another guard is waiting for us in front of the building, we lure him with a whisper, into a van and lock him there or in a puddle and electrocute him. We teleport to the roof and make our way through the ventilation. We eavesdrop on the conversation. After we kill the zombie Nazi and enter the office, in the left corner on the cabinet we knock down Chinpokomon Obrezyana (11/30). We take the PTA recorder and run there. At the exit, a couple of zombies are waiting for us at the gate, we can just run away from them. Returning to the parent committee, we give them a voice recorder with a recording, after which they will allow us to take a photo with the poster. Then add friends Mr. Adler, Harrison, Headmistress Victoria, Miss Broflovski (61-64).

The dance is ready
We return to the goths in the backyard of the school and show them the photo we obtained. The goths are asking to dance the dance, everything is quite simple click on the arrows, and not on standard control "C,F,Y,V" Afterwards the Goths will join us and be added to friends(65-68/120)

Attack the school

After selecting a group, you will be added to our friends Kyle(69/120) . We go to the backyard of the school, choose Jimmy's partner, if we play as Kyle, if you play as Cartman, then choose Butters. We are opening the lift for the disabled. We rise and enter through the back door. We find ourselves in the school kitchen, open the burner on gas stove and use the “Stink Charm” spell, it falls out of the oven chinpokomona Oslotron(17/30) We go down to the left, break the ventilation cover and run inside, knock out the second cover and deal with the enemies. We use the “Stink-Enchantment” on the torches of the barricade, we pass further, behind the barricade we kill two more knights..

And so we go out into the corridor, on our way there is another barricade, we go around it, we shoot at top cover ventilation, a teleport will open, we are transferred to the ventilation shaft, we move to the left, we teleport using the second teleport to the pipe, then we shoot at the cord; the torn off ceiling falls on one of the enemies and we go down the wire. We go down to the basement, where zombie commandants are waiting for us, having killed them, we move to the right, there we go up the stairs, we shoot at the valve, we go down, we break the pipe and go further, we destroy the wooden shield and open the door, we activate the lever, the current stops flowing, we run through the puddle.

We kill the zombies and go into the laboratory through the door from above. In the room we go to the table below, add the alcohol given to Jimbo to the tests, lure out the mutant microbes and kill them. Under
We go up the steps and find ourselves. We move to the central lobby

And so Butters in the school hall is surrounded by barricades and shoots at us with a fiery catapult, we teleport upstairs, run to the right and go down the rope. We wait for Butters to set fire to something suitable, use a spell to destroy the barricade, finish off the enemies, then run up to the catapult on the left, throw fire at the central doors, run up to them and use a spell on the fire from below, after the doors are open and the allies burst into the school, follow Butters.

Afterwards, a battle with Butters awaits us. After the victory, we go up the stairs, we see the battle, and we help our people. On the right we open the box and find Chinpokomona Pteradaken(21/30) we knock it down and pick it up. Next we run to the left and help two more of ours after the victory they will be added as friends Bill and Fossey(70-71/120)

Then we run to the left, we run down the corridor and we have a fork to the left or to the right, if we go to the right we will add you as a friend rat(72/120), there we find Cartman, hitting him, the battle begins. When Cartman weakens, he uses the Dragon Roar spell, we will have to overcome him by pressing the button that appears on the screen. After the victory, we learn that Clyde stole the stick of truth and gathered an army of darkness to wipe everyone off the face of the earth. Having walked into his yard, it gets dark and his parents send us home, we return to our home and go to bed.

Defeat the linen gnomes
Before we had time to go to bed, we woke up because of incomprehensible songs, their little linen gnomes were singing. Seeing us they enter into battle, the first battle goes well, since we are larger than the gnomes and they cannot inflict damage, but then comes
shaman and makes us just as small with the help of magic powder. We defeat them again, they run away, we chase them and run into a mouse hole in the wall. We run to the left and run around the mousetrap from below. We kill the rodent and run into the ventilation, eavesdropping on the parents’ conversation. We go up the wire, we run to the left, having reached the rodent, we go up to the top and hit the broken board, we shoot at the cotton wool, it falls near the rodent and lights up, we run further, we hit the pipe, a piece kills the rodent, we go down and use a spell on the rat that in the passage the rat burns and dies, we finish off the last one. Then we run to the right, climb up the cords and squeeze out the socket. And we find ourselves in our parents’ room, go down to the chest of drawers and chase the gnomes. Three gnomes stand on our way, we kill them and catch up with the shaman. The shaman climbs onto the parents' bed, the battle begins, when the sorcerer rushes about, we must evade our parents so that they do not crush us by pressing the button shown on the screen, after victory the shaman gives us magic dust with which we can change our size.

Day three.

Creation of alliances.
Waking up in the morning and approaching the gnome we will receive a quest "Phase 1" since we have already found all our underpants, we hand over the task to him, he is added to us as a friend linen gnome (73/120). We go outside, we make friends dad and mom (74-75/120) Let's go to Kyle's camp. Walking along the street in the bushes near Stan's house on the left we will see a boy, we use gnome dust, passing to him we have another friend Bradley(76/120) . At the camp, all the leaders ask us to invite a secret society of girls to the team, after Cartman becomes our friend (77/120) . In the camp we approach the blond elf Chris Donnelly (78/120).

Unfriend Elgor.
We run to the garages, Al Gore is spamming us on Facebook, we need to end this. After the victory we get the key to the utility room.

Ruined stocks.
We run into the Maki cell, knock it down on the top of the shelf chinpokomona Ferasnarf(20/30), breaking up trash
teleport to the backpack and find it there Maki mailbox key, At the entrance we go to the monitors and put one of them, take it off next to it. We leave the garage. We return to the parent committee and tell Mr. Maki that we have fulfilled his request, after which we have a friend Mr. Mackie(79/120) We run to the coffee shop, become small, run under the bench, and pick it up chinpokomona Zhutkorova(30/30)

We go to the police station inside and approach Sergeant Yates, he gives us a task "Zombie - Fascist Prize" the point is to kill zombies and find 5 fascist rings . After completing the task Sergeant Yates(80/120) becomes our friend.

We go up to the second floor and go through the right door. Inside we go up the stairs and pick up on the shelf Techno-Rabbit Chinpokomon(28/30). Next, we run to the left along the corridor, shoot at the support of the shelf; the shelf falls, forming a bridge, climb along it, knock out the grate, accept the dwarf dust and enter. Once on the other side of the door, we go down and find in the right lockers prison cell key. We run to the left once we are on the balcony, use the probe and are transferred to the roof there and get acquainted with Santa (81/120). Having gone down, we run left to the door, open it, find ourselves in prison, open one of the cells with the key and get acquainted With Skinhead(82/120)

Defeat the manbearpig.
We go to the church and on the left behind the bushes we pounce on the manbear-pig, after killing him we get the weapon claw of the manbear-pig .

We teleport to the “South Park Bulletin”, go inside, break the grate, decrease in size and enter the ventilation, pick up at the very entrance chinpokomona Accountantfish(7/30) then we go up to the roof, there we meet Leroy Mullens(83/120).

We leave and go down into the sewer again. We run along the same path, behind Mr. Hankey’s house we run to the left, there we will see the first child from above. We go up the stairs, run around the drain from above, turn the valve and go down to the child Amber(1/3) she becomes a friend(84/120). We get up and run to the right, there we will find another shelter homeless people (4/7), we disperse them. We run all the way to the right and go down the stairs, there we will find homeless people(5/7) and sharpened child in a jar(2/3) after release Cornwallis(83/120) our friend.
We go up, down the field stairs, run to the right, turn the valve, the level in the sewer drops, return to the defibrillator and run to the right, there we find another settlement homeless people (6/7). Then we go up and run to the right, destroy the barrier in the wall and run left again, there we find the last child, kill all the small rats nearby and then free Simon. Next, we run to the right, run around, activate the lever, go down and find the last refuge homeless people (7/7). We run to the left and return to the defibrillator. We run up from it, to the left then we go up the stairs, on the right we go up the stairs, then we run to the left all the way, we lie down cottage cheese a mouse will run out at the hole with flickering eyes - a monster from the task that Jimbo gave, we kill him. We return to Hanky's house, more are added to us 3 friends (86-88/120) and Hanky ​​gives us his souvenir, with its help we can call him to our aid. We run into the sewer, which is above the defibrillator. We find ourselves in the pipe, move down and to the right, bats are waiting for us there, killing them we run near the crab hitting the drum, we will go to it later when we learn the spell "Nagasaki", from below we break a rock fragment and run to the left near the heap and use "Bloody Orange" that Jimbo gave. We kill a carnivorous bat. We go up the stairs and open the hatch near the cinema. We run to the left and hand over the task to the mayor, he is added as a friend Mayor McDaniels (89/120)

Recruit girls
Leaving the administration building, we approach the girl, she blindfolds us and takes us to a secret place for a secret meeting of the girls. Afterwards they agree to help us, but in return they also ask for help in their own affairs.

Pretend to be Bebe's boyfriend
We head to the children's park, on the right side behind the basketball hoop on the bench we run up to the girl. After talking with her, we punish her offender after Monica(90/120) becomes our friend. We return to the girl in front of the administration.

Unplanned parenthood.
Next, the girls give us the task of sneaking into the unplanned pregnancy clinic and looking at the records of visitors, but before we go on the task, we must change into the right outfit (look at the screenshot).
Next, add us as a friend Jesse Rogers(91/120)

Let's go to the clinic "Unplanned parenthood". We approach the register, and then move to the right door.

We go into the right door again, inside the doctor sits us in a chair and tries to perform an operation, press quickly "Y" button. As a result, the instrument fails, the doctor leaves the office, we get up and take the doctor’s things from the chair. We change clothes and enter the central door, which is under video surveillance.

We go inside and look for the archive for 2013, without having time to photograph it, Randy bursts into our room, and then agents who want to kill us.

Find a way to escape from the Taco Bell soldiers
We shrink in size and run into the mouse hole. We run to the right, shoot at the pipes; from the vibration and rustling, the soldiers will start shooting, destroying our enemies. Having reached the shield
Okay, hit the broken wire, then use the spell and go up the stairs.

We appear in the room and see Randy, dressed as a girl, hiding from the agents, so that they don’t burn us, we need to carry out a successful operation.

At the first stage, click LMB when the syringe is between Randy's legs.

At the second stage, insert the forceps LMB and start pressing buttons quickly "F" and "V"

At the third final stage, when the pump is in your hands, hold LMB the moment it starts to suck in let go LMB and click on RMB, then change the position of these combinations, release RMB and clamp LMB.

Leaving the operating room
We go out into the corridor and see a massacre: aborted babies were killed by soldiers. We kill them and move on
to the left we shrink and go through the body of a dead soldier; we will find valuable things; we climb up the bandage onto the cabinet; we break the jar; we rise to the very top of the shelf where a battle with rodents awaits us; after the victory, we hit the ventilation covers and run through the bars; we see the massacre.

Then a turret awaits us, in order to get around it we need to shoot at a grenade, which in the hands of a dead soldier we become small and run into a gap in the wall, run to the right and take Chinpokomona Embriguru (9/30) . We return, teleport to the upper right corner and turn the valve, the water stops running from the left pipe, we are transferred into it and run to the left. There we shoot the torn wire, the lamp falls on the turret, we go down and use the spell, after which the path is cleared. Then we are attacked by 4 embryos. Having dealt with them, we go to the left door.

Boss: Giant zombie fascist fetus
To defeat the Giant Fetus, we first need to attack its umbilical cord; when it runs out of health, we finish it off so that it leaves a wet spot after switching to the Fetus.

Return to Annie
Having defeated the embryo, we go to the right and exit the building, go to Annie, show our information, it turns out that it was not done French and the girls ask us to translate them.

We run to Cartman's house and add Mrs. Cartman(92/120) , we go up to the second floor and try to add b Polly doll(+1/120).

On North
We return to Kyle’s backyard, ask the guys for help, they say that this Orcish dialect was heard in the north, they give us a passport and tell us how to get to Canada (top-top-top-top)

Take a passport photo
We go to the photo studio, to the right of the bank. The photographer cannot take pictures of us, he tricks us into taking off all our clothes, suddenly a beaten man appears from behind the boxes, we enter into a fight with the fake photographer, and after winning we take pictures.

Get to the Canadian border
We move to the farm there on the upper right, we disperse a flock of rats on the way with the dragon's roar spell, then we run as Kyle said four times along the upper path, once at the border we show our passport

Talk to the Prince of Canada
Once in Canada we find ourselves in its 8-bit world. We run to the city of Ottawa. We talk to the prince about the letter, but he is in no hurry to help us and sends it to the neighboring city of Winnipeg

Oh Canada
We run to the upper right corner where the web is depicted, use Jimbo’s item and enter into battle with the Barking Spider. Then we run to Winnipeg. We find the Count, he will send
us to deal with 3 dire bears that live in the northeastern part of the city. By killing them Earl of Winnepeg(93/120) added as a friend.

We return to the prince, he sends us to the city of Banff so that we kill the bishop. It is not necessary to kill him, if we save his life, he will be added to our friends Bishop of Banff(94/120).

Back to Prince of Canada(95/120) he becomes our friend, then the princess gives us a letter. We move with him to the city of Vancouver, give the letter Duke of Vancouver(96/120) . He sends us to the southeast of the city to the house of the Manakhs. We swim across the river to the other side in Terence and Phillip’s room and demonstrate all our spells: Dragon Roar, Stink Charm, Whisper. Afterwards they will appear and teach us a new spell "Nagasaki". After training we have two more friends Terence and Phillip(97-98/120)

Then we move into the cave and clear the stone using a new spell. We kill animals, but it’s easier to run through them and talk with the imprisoned minister of Montreal, he helps us translate the text and then becomes our friends Minister and Princess(99-100/120) . We return to South Park. We run to Jimbo's store and give him the quest "The Great Hunt" Ned and Jimbo(101-102/120) are added to our friends.

We run to the girls, show them the translation and they join our alliance. They figure out the traitor, then add everything community of girls as friends(103-109/120). Near the desks on the bottom left we select Chinpokomona Myshtik(14/30).

We go out and find ourselves on the playground, and the secret society of girls was in the women's restroom.

We run into the sewer, go down from the side of the cinema, destroy a large stone using the “Nagasaki” spell, pick up chinpokomona Bibersaurus(22/30) and add as friends Crab Man(110/120) in the box we will find crab armor. We move to the rhinoplasty building and buy an image of stitches from the seller Mrs. Marsh(111/120) will add us as friends

Beat Clyde!
We return to the elf camp. All forces are united and attack Clyde’s camp.

Using the Nagasaki, we blow up the main gate, then teleport to the balcony, where we drop an object on the enemy’s head, then turn off the generator.
We can use gnome dust and go through the secret opening on the right near the tree, or we can go through the main gate, kill the enemies and rise.

We see a zombie lifting a cow on the elevator. We kill all the zombies, then hit the support and then use Nagasaki, the barrier is destroyed and the allies will throw down a ladder for us.

Once on the balcony, we help Iku(112/120) set off a firecracker with a spell, he becomes our friend. We destroy the right tower with the help of “nagasaki”, turn the valve, then shoot at the lantern and use the “stink charm”, the left tower is also destroyed, turn the valve using the probe first so you can’t get there, then teleport to the attic from it, move to the very top of the head there we find the last one Chinpokomona Shoe(6/30), will be added to our friends toy corporation(113/120). We pass through the central gate.

We go to the right tower, use Nagasaki to destroy it. We spin the second wheel. We enter the central gate.

Boss: Craig
Before you engage in battle with the boss, help your allies get through the windows and throw off the elevators with cows after Craig with one of the cows attacks you. After defeating Craig, you rise to the top.

The rich inner world of a Masochist.
We learn that the military wants to destroy South Park and hid a nuclear bomb in Mr. Masochist, we decrease in size and penetrate the Masochist to neutralize the charge.

We make our way through the intestines, climbing up the corn, we choose Stan as an assistant, he will turn off the fuse that gives an electric shock. Climbing the doll, add it as a friend
Mr Hat(114/120)
,
We blow up a billiard ball using Nagasaki, answer a phone call along the way, and someone will add us as a friend. Big Al(115/120) . Next, we go down the brown steps along the flashlight on the left and insert the battery into place. Then we climb onto the flashlight and press the yellow button, the flashlight will turn on and scare away the bat.

Next we will have a battle with the Sparrow Prince; having defeated him, he will allow us to defuse the bomb. We use “Nagasaki” and then teleport to the left and turn on the “toy”, the path will be cleared. Next, at the entrance we deal with two agents. We discover the bomb, select Jimmy’s partner, he opens the protective cover, defuse the bomb in the same way as we carried out Rndi’s operation in the clinic. After the bomb is deactivated, three will be added to our friends ghostly beast(117-119/120). We run to the left where a battle with the cook awaits us.

Boss: Zombie Fascist Chef
Clyde revives the chief with the help of green slime and we must put an end to this. After defeating the chief, we blow him up by pressing the button that appears on the screen and throw Clyde into the abyss, but in the end Princess Kenny turns out to be a traitor and will have to fight him. We shop and go to the final battle.

Boss: Immortal Kenny.
And so, in order to defeat Kenny, we will need to repel his destructive attacks with the help of our allies, having done this 4 times, Cartman will grab Kenny from behind and ask him to do a prohibition move, replenish the manna and fulfill Cartman’s request.

Additional tasks.

Flower for the Princess:

We get the task from Princess Kenya in the backyard of Cartman's house, we pick the daffodil right there in the yard on the left near the fence.

1.At Lake Starkov
2.In the sewer
3.On the farm.
4.Behind the pillar at the Tower of Peace
5.In a jar at the table
6.Behind the tree near the Masochist’s house.

We take the task near the coffee shop in the alleys behind the bushes near Al Gore, who is hiding. Al Gore gives us three sensors that need to be installed: 1. On the barn roof farm to the weather vane 2. At the lake on the fire hazard shield.

  1. On the roof of Kenny's house to the transformer.

After completing the task, Al Gore hands us the keys to the garage, we go there and get the second part of the task, we need to install a defibrillator in the sewer.

We receive the task in the sewer from Mr. Hankey, we need to find his three children, all the children are in the sewer, we carefully search the area

  • In the sewer, going up to the very top left, going to the flickering eyes and laying down the curd, a Mouse appears
  • In the sewer at the very dead end on the left, near the crab man, we put a blood orange on the pile, a bat appears
  • In Canada, on the top of the map we will see a web, we run into it and enter into battle with the Spider.
  • Information about the location of all Chinpokomon.

    1. On the branches of a tree on the lower street between the houses, we knock down red and brown onions - Chu-chu Nedzumi.
    2. Between Kyle and Kenny’s houses, behind the Christmas tree, we destroy a pile of firewood - we find Mokhnokot.
    3. In the Tower of Peace on the right on the balcony in a cage is a Sheeptron.
    4. In the Stotchs’ house in the child’s room we find Martykh.
    5. In Cartman's garage we find -Pingin.
    6. In the citadel in the attic we find - Shoe.
    7. In the building of the Vestnik press center we zoom out and in the ventilation we find - Accountant.
    8. We teleport to the closed playground from the parent committee building and find Khryupyr.
    9. In the building of unplanned pregnancy, we run through the hole and take Embriguru near the turret.
    10. In the sewer, near Mr. Hankey’s house, we pick up a Vole Toad.
    11. In the FBI building, when we come for the voice recorder on the top left of the cabinet, we knock down -Obrezna.
    12. In the parent committee building, in the toilet in the first stall on the left we find Hamster.
    13. On the tree near the sitting priest, we knock the Snakecat from the branch.
    14. In the secret society of girls, from the bottom left near the lying girl we find - Mouse.
    15. At school in the corridor we shoot at the ventilation cover that we find on the ceiling - Poodlesaurus
    16. In the garage in the Den of Chaos, being on the shelf, we shoot at the Robo-Rooster located on the ventilation need.
    17. In the school kitchen, we light the burner, use the spell “Stink-Enchantment” and select - Oslotron.
    18. In the Broflovsky garage we find Stegmata.
    19. We knock down Gyrodactyl from the information booth near the cinema.
    20. In the teacher's garage, we knock Maki off the shelf - Ferasnarf.
    21. In the school on the second floor, near the fighting children in the locker on the right, we shoot down a Pteradaken.
    22. In the sewer near the crab man, we destroy a large boulder and find a Bibersaurus.
    23. Near the Tower of Peace, to the right of the lantern imprisoned in ice, we find Broccori and free him with the “Stink-enchant” spell.
    24. In a luxurious mansion, near the door, we knock down the Velosirapper from the top left of the window.
    25. Inside the bar, we knock down Florapotamus from the far shelf.
    26. Being on a flying saucer. In front of the cockpit, we shoot down the Beetlebot from the large monitor on the top right.
    27. We use the teleport that in the lake near the fire hazard shield we teleport to the sunken plate there we find Tritonaut.
    28. In the police station in the restroom on the shelves above we find a Techno-Rabbit.
    29. In the attic of the bard Jimmy we find Dopigyzun.
    30. Under the bench near the coffee shop we decrease in size and select - Zhutkorova.

    Game over!
    If you have any questions, write, I will answer.

    General information:

    Achievement Difficulty:4/10

    Offline: 50 (1000 )

    Online: 0 (0 )

    Approximate time to get 1000: 15-20 hours

    Minimum number of playthroughs:1, if performed correctly (see below)

    Number of achievements you can miss: 24

    Do cheat codes disable achievements?: No cheat codes.

    - Does difficulty affect the achievement?:No

    Unbreakable/glitchy achievements: No

    Optional equipment: Not required

    Introduction

    South Park: The Stick of Truth is the long-awaited South Park role-playing game from Matt Stone and Trey Parker, and developed by Obsidian. The game makes it feel like you're not playing a game, but watching a big episode of a show, not only because of the visuals, but also because of the content. So if you are a fan of South Park, then you will love this game to the point of laughter. Even though the game is not that long, you will find a lot of collectibles in it, like finding friends and making friends with all of them. The content in the game is quite vulgar, and the gameplay style is in the tradition of old-school turn-based RPGs.

    Option 1: All in one playthrough

    If you plan to complete everything in one playthrough, then the main thing to remember is the following:

    1. Play as a Jew.

    2. Don't sell anything the entire game.

    3. Never end a battle when your ally is stunned. Either revive him and then win the battle, or load a save and try again.

    4. Follow the guide to the locations of friends, costumes and Chinpokomon that you might miss. Also be sure to use the guide to all your friends.

    5. Follow the achievement schedule below so you don't miss any. They are listed in the order in which they were received and where they can be obtained.

    Day 1

    • Acceptance / Humility– In Cartman's fortress at the beginning of the game.
    • Heisenberg / Heisenberg– On Tweek’s instructions at Kenny’s house.
    • Gingivitis / Ryzhevyanka a – First visit to school (the first time you can get it).
    • Day Walker / Luminous- First visit to school.

    Day 2

    • Gingivitis / Rustwort– Second visit to school (second time when you can get it).
    • KKK Hero / Hero of the K.K.K.– Second visit to school.
    • Elven Hero / Elven hero– Second visit to school.

    Day 3

    • Perverted / Pervert– The main story quest of the Linen Gnomes.
    • Too Far / Too Far– Abortion Clinic.
    • Truth to Power / Voice of the People– Cave in Canada (location of the Prime Minister, the only character who can be missed).
    • Inside Joke/Rich Inner world – Inside Mr. Masochist (you need to complete his first side quest).
    • Face Hoff / From the face like Hasselhoff– Final boss battle.
    • TwoGirls,OneStick / Two Girls, One Stick – Final boss battle.
    • Outpatient / Outpatient– Final boss battle.

    6. The following achievements can also be skipped, since they cannot be completed after completing the main story campaign, but can be completed more than once during the passage: “”, “ Dragon Wrath”, “Re-Buttal / Counterargumentation”,Mastery" Be sure to check them out in the guide and complete them as you go.

    Option 2: Divide into 2 passes.

    If you want to just sit back and enjoy the game without spoiling the game thanks to the achievement descriptions and collectibles guides, then I recommend that you play through your first time without selling any items to get the achievement" FortheHoarder / In reserve". Thus, on the second playthrough, you can sell all the unnecessary junk and buy more consumables that will help make it easier to get “”, and buy costumes from merchants along the way.

    Conclusion:

    It doesn't matter how you choose to play this game. Even if you thoroughly search every corner of the game, I still recommend using a collectibles guide so you don't accidentally miss something and have to start all over again. But don't let that stop you from enjoying this great game. If you're a fan of the series, you'll notice a ton of references and easter eggs in this game, as well as hear a lot of hilarious dialogue.


    New Kid On The Block / We have a new guy

    15

    Join the K.K.K.


    The achievement will unlock after completing the main story quest "Bard".


    First Day in South Park / First day in South Park

    15

    Spend a day in South Park.


    Story achievement. Unmissable.

    This achievement will unlock after you go to sleep for the first time. A little later after completing the main story quest "Bard".


    KKK Hero / Hero of the K.K.K.

    30

    You defeated the Jewish High Elf Kyle.

    Cm. " Elven Hero / Elven hero ".


    Elven Hero / Elven hero

    30

    You defeated Grand Master Cartman.


    *Missable achievement!*

    Create a save during your second visit to the school. At the end you will have to choose whether to fight Kyle or Cartman. Fight one, then load a save and fight the other to get both achievements in one playthrough.


    Nonconformist / Nonconformist

    15

    You made friends with the goths, just like everyone else who plays the game.

    Story achievement. Unmissable.

    You will unlock this achievement after completing the main story quest of befriending the Goths behind the school.


    Gingivitis / Rustwort 15

    Let the redhead bite you three times without blocking the attack.


    *Missable achievement!*

    This achievement can be obtained when visiting the school for the first time, in the main story quest to save Craig. Most redheads can be gotten rid of using surrounding objects, and the game will prompt you to do this. I would recommend that you save before entering the school. Enter the school and whenever you fight the redheads, let them attack and block all attacks except bites. Let yourself be bitten 3 times to unlock the achievement, then load a save to restore the potions you spent waiting for the redheads to bite.


    Day Walker / Luminous 15

    Apply freckles and in this form defeat the boss on duty.


    *Missable achievement!*

    In the end, during your first visit to the school, you will have to fight the boss on duty. The boss battle will begin as soon as you use the Golden Key. You will need to apply freckles before starting the fight. The easiest way is to create a character with freckles at the beginning of the game. Or you can find freckles at school, but don't forget to stick them on before you start the fight.


    Made This for You / Made Especially For You 15

    During battle, throw a turd you made at your enemy.


    First you need to make a poop. This can be done in any restroom. Go to the toilet and press to sit on it. Now you will have to press the button very quickly to fill the indicator until the timer expires. If you successfully fill the indicator, the poop will fall into the toilet. Stand up and press again to pick up the poop from the toilet. Now that you have a dangerous weapon, then in battle, select the items section, and then select the poop. Select an enemy to throw it at. The enemy will vomit and the achievement will unlock.


    Inside Joke / Rich Inner World

    15

    You called Mr. Masochist for help while inside him.

    *Missable achievement!*

    First, you need to learn how to summon Mr. Masochist. Go to the post office. Behind the counter you will find a package for Mr. Masochist. Return to his home and you will unlock the ability to summon him. REMEMBER that he can only be summoned once per day, so only summon him when you are inside him at the end of the game. During the battle inside Mr. Masochist, summon him to unlock the achievement.


    Are We Cool? / No offense, right?

    15

    Find Jesus as a Jew.

    *Missable achievement!*

    First, you will need to create a Jewish character at the beginning of the game to unlock this achievement. If you want to play as a different class, then don't worry, as this achievement can be obtained almost immediately. After completing the training, we leave Cartman's fortress and go to the mayor's office. Talk to Maxie's father to receive a side quest from him. Go to the church and find Jesus hiding behind the bench. Return to Maxie to continue the quest. Return to the church and Jesus is now hiding behind the altar. The achievement will open and Jesus will become your friend and you will be able to call upon him.


    Parkeologist / Garageologist

    15

    Open all garages in South Park.

    Each house in the area usually has a garage. Some of them may be public, while others require a key. You can find the key either in the house or after completing a side quest for one of the residents of this house. The earliest you can unlock this achievement is when the main story takes you to the backyard of Kyle's house. Once there, you can go into the house and find the key to the garage. His garage will be the last one to be opened. It is also worth noting that you only need to open garages to achieve this, you do not need to open storage rooms.

    Note on the other three garages:

    1. Jimmy's garage key can be found inside his house during the second story quest or later in the hallway next to his bedroom.

    2. Mr. Masochist's garage in the house next door only partially opens (requires the ability to shrink to enter), but this counts as an opening.

    3. Don't forget about Token's house, which is separate from the residential area.


    For the Hoarder / In reserve

    15

    Don't sell anything during the entire game.


    *Missable achievement!*

    The description of the achievement speaks for itself. You can't sell anything. Just ignore the Sell tab every time you visit a merchant. Once you defeat the final boss, the achievement will unlock.


    15

    You defeated Princess Kenny while disguised as David Hasselhoff.

    *Missable achievement!*

    You can get a David Hasselhoff nose done by plastic surgeon Tom. It will cost you $125. Then you have to beat the game (Kenny) wearing David Hasselhoff's nose. I recommend you finish Canada first, then save, get a nose job, complete the game and get the achievement, then load your save and get your $125 back to spend on the gear you need.

    " And "".

    Truth to Power / Voice of the People

    15

    Fart on the mayor, Holy Father Maxi, the headmistress and the prime minister.


    *Missable achievement!*

    • The mayor is at City Hall.
    • Father Maxi is on the bench in front of City Hall.
    • Headmistress Victoria - in the cultural center (you need to go far enough in the story)
    • Prime Minister - It's possible to miss him! Found in caves in Canada. Before talking to him, fart on him, because after the conversation he immediately disappears, and you will have to start all over again.

    The achievement should unlock after you fart on the Prime Minister. Simply push the right stick down in front of each character's face to fart on them.

    You can watch the video guide.


    Irritable Bowels / Irritable Stomach Syndrome

    15

    Shit your pants in a boss fight.


    *Missable achievement!*

    See achievement " PullingMud/Captain Brown Pants" for details. Just repeat on the boss.

    Additionally, during the fight with Jimmy, at one point he uses the Brown Bomber attack. If you don't block this attack, your mana meter will reach maximum and you'll shit your pants. The achievement will then unlock.


    Acceptance / Humility

    15

    You resigned yourself to fate and chose the name Schmuck.

    At the very beginning of the game, Cartman will ask your name. It doesn’t matter what you write, Carman will insist in any case that your name is schmuck. First select “not true” and then “yes”.

    You can watch the video guide.


    Dog Whistle

    15

    Fart on an enemy dog ​​while in gnome form.


    As you progress through the story, you will unlock the ability to shrink to the size of a Dwarf. Now all you have to do is fart on the enemy dog. This can be done either before the battle, if you stun them, or after defeating them, when you can fart on their prone bodies. If you never received this achievement throughout the game, then after completing the story, you can go into the forest and fight the wolves. After winning, you can fart on their bodies.

    You can watch the video guide.


    Dragon Wrath

    15

    Outside of battle, hit 3 elves with one punch.

    The description of this achievement is misleading. You need to not only hit three elves with one fart, but also stun three enemies with one fart. This is best done on your second visit to school. By then you will have unlocked Sneaky Squeaker, which allows you to lure enemies to a specific location. There are three locations in the school where it is possible to lure 3 enemies into one location and then use the environment to stun them all. One of these places is shown in the video guide.


    Two Girls, One Stick / Two Girls, One Stick

    15

    You defeated Princess Kenny as a girl.


    *Missable achievement!*

    You acquire the disguise during the main storyline. Equip all the disguise items (4 in total) before the final battle and you will unlock the achievement after completing the final battle.

    Please note that you must remove all additional equipment, including rings, gloves, facial hair, face paint or the achievement will not count. You must only equip 4 disguise items.

    This achievement can be combined with receiving “ Face Hoff / From the face like Hasselhoff" And " Outpatient / Outpatient”.


    Just Saying Hi / Just Say Hello

    15

    Fart on every available partner in the game.

    You have to fart on Cartman, Butters, Kyle, Stan and Jimmy. After you open them all, then switch and fart on each one. The achievement will unlock as soon as you fart on the last one.


    Re-Buttal / Counterargumentation

    15

    Use a fart to interrupt 5 spell preparations.


    *Missable achievement!*

    The enemy will begin to prepare spells only for the first visit to the school. The Boss on Duty can prepare spells at times, just like the Bard. It is worth noting that the easiest way is to interrupt Dwarven spells. Whenever an enemy casts a spell, make sure you have enough mana (you can use a standard fart spell, which requires 40 mana for this achievement), then use the fart spell on the enemy that prepares the spell. This will interrupt the attack and cancel it completely. The achievement is cumulative and you need to do this 5 times. I recommend making a save and farming it on Linen Gnomes. Gain mana before the fight (you will fight 3-4 in the fight). When they start preparing, it is usually not just one enemy, but two. If you have prepared the maximum amount of mana before the fight, you can drink a Potion of Speed, use Dragon's Breath on one of the preparing gnomes, then use breath on the other. This will give you the ability to interrupt two spells in one turn.


    Heisenberg / Heisenberg

    15

    Put on an evil Cartman beard and a bald cap and defeat the methamphetamine addicts like this.


    *Missable achievement!*

    The goatee can be found in Cartman's room. You will find it in the chest of drawers. You will find the bald cap in Romper Stomper's cell at the police station. You need to go up to the second floor, open the ventilation with a shot, get into the locker room, steal the key to the prison cells, then open the cell and search the bag. Now don't forget to put everything on. You must equip them before sending them to Kenny's house for the main story quest, which requires you to recruit Tweek. This is one of the first quests, so head to the police station as early as possible. After defeating the meth dealers, the achievement will unlock.

    You can watch the video guide.


    Outpatient / Outpatient

    15

    You defeated Princess Kenny while suffering from severe AIDS.


    *Achievement can be skipped!*

    You can get severe AIDS from wolves in Canada. Let them attack until the game tells you that you are infected. Don't get rid of it. Just finish the game with him and the achievement will unlock. Dire AIDS won't affect you outside of battle, so don't worry about it. I recommend saving after Canada, letting the wolf bite you to get AIDS, and then ending the game.

    This achievement can be combined with receiving “ Two Girls, One Stick / Two Girls, One Stick" And " Face Hoff / From the face like Hasselhoff”.


    Perverted / Pervert

    15

    For 60 seconds you watched your parents have sex.


    *Missable achievement!*

    During the moment with the laundry gnomes during the main story, you'll get to a point where you'll be hiding on your parents' dresser while they have sex in bed. Just look at the bed and sit back for 60 seconds and watch until the achievement unlocks.


    Shutout / Full Blocking

    15

    Successfully block every enemy attack in a single battle (except the tutorial battle).

    Once you learn how to press to block enemy attacks, you can complete this achievement at any time. You need to let the enemy attack you at least once to block the attack rather than letting them attack. Try to complete this achievement with a minimum number of enemies in battle, and deal as much damage as possible to get rid of all but one. Let him attack, and be ready to block him so that the PP meter at the bottom is Perfect. Finish off the last enemy and after the battle the achievement will unlock. I found the easiest way on two elves found in the area. You can easily kill one on your first turn, then let the second one attack you and block it (their attacks are quite simple and predictable). Kill the second elf to end the battle and unlock the achievement.


    Stay Down / And Don't Get Up

    15

    Fart on 10 enemies when they are already defeated.

    Every time you defeat an enemy, their bodies will lie on the ground until you leave the area. Be sure to fart (right stick down) on every downed body before you leave, and you'll get the achievement at the very beginning of the game. You'll know you farted on them if their bodies jerk and they react to it.


    Avenger / Avenger

    15

    Defeat at least 3 enemies in one battle while your partner is unconscious.

    NOTE: If you finish the game and your partner was down at least once at the end of the battle, you will not receive the achievement “ No Child Left Behind/ No Losses”.

    You need to fight at least 3 opponents. Let your partner be stunned while 3 other enemies are in the fight, then defeat them all alone. The easiest way is to attack all three enemies until their health is reduced to a minimum. Then have them stun your partner and then you can finish them off. I recommend making a save before the battle so that obtaining this achievement does not affect “ No Child Left Behind / Without Loss”.

    Easiest places to get: rats in Skeeters Bar, as they are very weak, or against a group of 3 kids in the area. To avoid killing enemies, simply don't press or after selecting a melee attack.


    No Child Left Behind / Without Loss

    15

    Complete the entire game without your partner being knocked out at the end of the battle.


    *Missable achievement!*

    As stated in the achievement description, you cannot end battles while your partner is unconscious. If your partner is knocked out, you can revive him before the battle is over. Once you defeat the last boss, the achievement will unlock. I recommend saving before each fight in case you are unable to complete it successfully. If you accidentally end a fight with a partner passed out, reload your save or checkpoint to avoid losing the achievement. It's also worth remembering that you can always lower the difficulty in the Options menu, and this will not affect any achievements.


    Poco Chinpoko / Poko-Chinpoko

    15

    Collect 5 Chinpokomon.


    Cm. "".


    Chinpoko loco / Chinpoko-Loko

    30

    Collect 15 Chinpokomon.


    Cm. " Chinpokolypse / Chinpocalypse".


    Chinpokolypse / Chinpocalypse

    75

    Collect all the Chinpokomon.


    *Missable achievement!*

    In total, you will meet 30 Chinpokomon scattered throughout the game world. Some of them can be skipped, as they are found in locations that you will not be able to return to after completing story quests.

    You can watch the video guide.

    DON'T MISS THESE CHINPOKOMONS:

    If you miss these Chinpokomon, you won't have a chance to get them another time, so keep an eye out for it in the following missions:

    • Roidrat- (Bard) In the attic of the Neighing Donkey.
    • Beetlebot- (Alien Abduction) On the UFO, shoot the Beetlebot that is lying on the hanging monitor in the room before the final boss.
    • Gunrilla- (Getting New Allies) Knock the Gunrilla off the top of the filing cabinet in the government meeting room.
    • Fetuswami- (Forming Alliances) This one is next to the automatic turret in the Abortion Clinic.
    • Pterdaken- (School Attack) In a locker on the second floor of the school.
    • Shoe- (Beat Clyde) At the very top of Clyde's fort. Use the anal probe to move towards him.

    Daddy Issues

    15

    Make friends with your dad.


    First you will need to make at least 50 friends. Then talk to your father in your house and he will become your friend. See the list of all friends to make all 120 friends. You won't be able to make 50 friends until you get the Probe ability.


    More Popular Than Jesus

    30

    Make friends with half of South Park.

    *Missable achievement!*

    Cm. " MorePopularThanJohnLennon / More popular than John Lennon"You need to make 60 friends.


    More Popular Than John Lennon / More popular than John Lennon

    75

    Make friends with everyone in South Park.


    *Missable achievement!*

    This achievement requires you to befriend 120 South Park residents, INCLUDING Clyde at the very beginning of the game, who technically counts as 121, but stops being your friend once he gets kicked out. You must talk to Clyde at the very beginning of the game in Cartman's Fortress before talking to Pocket, or you will not be able to unlock this achievement even if you get all 120 friends.

    You can watch a video guide to all friends.


    Junk Peddler / Junk Picker

    15

    Sell ​​300 junk items.

    You'll collect various items throughout the game by searching bags, boxes, and knocked out enemies. If you search and collect everything, you can get this achievement early in the game. But after getting this achievement, you will not get the achievement “FortheHoarder / In reserve" I recommend you first get the achievement “FortheHoarder / In reserve”, and after finishing the game, sell all the trash.


    Stick Savior / Stick Savior

    25

    You defeated Princess Kenny and took the Stick of Truth.


    Story achievement. Unmissable.

    Receive after completing the game. Make sure you have enough healing potion as you will have to fight Princess Kenny three times. This is the final battle, so feel free to use a Speed ​​potion to get an extra attack every turn.


    Ass of Fire / Ass on Fire

    15

    Use Cartman's ass to kill 20 enemies.


    When Cartman becomes your partner, take him into battle. In combat, you will need to use one of his fart attacks to kill your opponent. The achievement is cumulative, so repeat this 20 times to unlock it. His best fart attack is on the right side of the attack wheel. This is an AoF attack that hits all enemies with fire, and you will most likely kill several enemies with one such attack. You will unlock Cartman when the zombies have already appeared. It's best to do this on a farm, as there are a lot of zombies there and they are weak against fire.


    Canadian Handshake / Canadian Handshake

    15

    Fart on people 100 times.


    This doesn't have to be done on 100 different people. You can do it on one. Just stand nearby and spam farts until the achievement unlocks. Push the right stick down to fart.


    Animal Cruelty / Cruelty to Animals

    15

    Fart on animals 25 times.


    You don't have to do this on 25 different animals, and the animal doesn't have to be hostile. This achievement can be achieved at Cartman's fortress on a cat in a pen or on any other cat in the city. Just fart until you get the achievement.


    Pulling Mud / Captain Brown Pants

    15

    Shit your pants three times in battle.


    First, you need to get Mana, which you will receive after Cartman teaches you fart spells in the fortress. You will also need to purchase Mana potions. You can use them outside of battles to replenish your Mana gauge. Then go into battle and you will see the Mana Jackal flashing with a warning sign. This means that if you use another Mana Potion, you will shit your pants. Drink the potion to shit your pants.

    This is a cumulative achievement, so you don't have to shit the states 3 times in one battle. I recommend saving before the battle, and repeating this three times in one battle, reloading the save after each time. This will save your Mana potions.


    Shopaholic / Shopaholic

    15

    Get half of the available costume sets.


    *Missable achievement!*

    Cm. " FullArsenal / Full Arsenal".


    Clothes Whore

    75

    Get all available costume sets.


    *Missable achievement!*

    Cm. " FullArsenal / Full Arsenal".


    Too Far / Too Far

    15

    You farted on the corpse of an aborted zombie fascist fetus.


    *Missable achievement!*

    You should get this achievement when you get to the Abortion Clinic in the story. After you fight the zombie fascist fetus (or kill it with the environment), fart on its corpse before moving on and the achievement will unlock.


    Friends in Strange Places / Strange Friends

    15

    Make friends with crab people and linen gnomes.


    To become friends with the underwear gnomes, you must complete the quest that requires you to find 5 pairs of panties. The panties can be found at any time, but the side quest with the underwear gnomes becomes available only after you complete the quest associated with them at the beginning of Day 3. The panties are located:

    1. In Cartman's room.
    2. In Stan's room.
    3. In Stan's parents' room.
    4. In Kevin Stoyley's room.
    5. In Kyle's room (will become available during the story).

    To befriend the crab people, you need to get the Nagasaki fart spell from Terence and Phillip in Canada at the end of the game. You must then go to the end of the sewer (or enter next to the cinema if you opened the hatch) and destroy the rock with Nagasaki. This will open the way to a human slave who will become your friend if you talk to him.


    Weapon Proficiency / Weapon Proficiency

    15

    Perform 100 perfect attacks.


    During the tutorial, Cartman will teach you how to press (or ) while attacking to perform the perfect attack. You will need to do this 100 times throughout the game to unlock the achievement. You'll know you made a perfect attack if you see "Perfect" written below your PP.


    Skilled Defender / Skilled Defender

    15

    Block 100 attacks.


    During the tutorial, Cartman will teach you how to press when an enemy is attacking when a sign appears to block the attack. You will need to do this 100 times throughout the game to unlock the achievement. You'll know you've made a block if you see "Perfect" below your PP.


    You bastards! / Bastards!

    15

    Let Kenny die in battle 10 times throughout the game.


    NOTE: Please note that you will not receive the achievement “ No Child Left Behind / Without Loss” if Kenny is dead at the end of the fight.

    The easiest way is to finish the game (i.e. open from the beginning “ No Child Left Behind / Without Loss"), and then go with Kenny to Canada. Use Kenny's rat ability and don't move the stick. This will automatically kill Kenny and harm enemies. Complete the battle with your character. Repeat against all animals encountered in Canada. Enter the cave, then exit and repeat until Kenny has died 10 times in battle.


    Mastery

    15

    Unlock all upgrades for one of the Newbie's abilities.


    *Missable achievement!*

    You need to clear one of your five abilities by level 5 to unlock the achievement. Be careful, as the maximum level in the game is 15, so you can only unlock 15 upgrades out of over 20 options. You can see the levels of each ability at any time, so you can study each ability and see which one is best to level up. In the worst case scenario, if you prefer to spread the upgrades across all abilities, then you can save an upgrade or two and upgrade one of the abilities to the maximum, then load your last save before that.


    Make it Rain! / Money by the River!

    15

    Spend $500.


    This is a cumulative achievement. If you are going to get the achievement" FullArsenal / Full Arsenal", then you can easily spend that much money on buying equipment. To accumulate that much money, collect everything that catches your eye throughout your entire playthrough, including all the junk. After you finish the game and get the achievement “ FortheHoarder / In reserve”, then sell all the junk and you will have over $500 to spend.


    Full Arsenal / Full Arsenal

    15

    Get all the weapons and all the costumes in the game.


    *Missable achievement!*

    You need to purchase all 153 pieces of equipment/suits. You can see a list of everything in the Finds section in the Equipment tab. Here you can view the statistics of the collected equipment.

    You can watch a video guide to all weapons and costumes.

    Costumes/equipment can be obtained by collecting items from bags, crates, sacks, etc., searching knocked out enemies, receiving them as rewards for completing quests, and purchasing them from merchants.

    Note: You don't need to have all the equipment in your inventory! In other words, you can sell old things to earn money and buy new ones. If you picked up an item, it will already be noted in the statistics.

    New kid in town

    We accept the parents' offer to settle into the city. We take the money that our father left us and go to the town to look for new friends. On the way we meet our neighbor Butters the Merciful. Now we have one friend. We follow Butters to Cartman's house, also known as the "Grand Master". We go into his house, in the nightstand near the sofa you can take the key to Cartman’s garage.

    Flower for the princess. Equip your weapon

    We find ourselves in the kingdom of the Kupa fortress. We examine it near the fence; a Narcissus flower should grow; we give it to Kenny. After which we approach Clyde, buy a weapon from him, depending on what class you have, if you are a Jew, then we buy a Jewish staff, a magician or a magic wand, and so on, then we carry out a turn-based battle with him. First we strike him with a weapon, he puts a block. Afterwards we put up a block ourselves, when he attacks us and a shield appears. After using the “power points” we use the assault ability.

    Defend the stick of truth

    stick of truth

    The battle is described for the warrior

    We talk with Cartman in his tent, look at the truth stick. Then the alarm is raised. The elves attacked the fortress. We fight with two elves, an archer, and a warrior. We knock out the archer with assault; one blow should be enough for him, and then we deal with the warrior. We select the “bow of slop” from the archer and go to the next group of elves. the archer is covered by a defender, close combat will not help, we shoot at the archer with a bow. Afterwards we knock out the defender with assault. We fight with the third group of warriors, a defender with a shield and a sentry, punch through with conventional melee weapons or use an ability.

    Call the best

    We need to gather the best warriors into our army to recapture the stolen stick of truth. Let's go first to Craig's house. Along the way we will come across squads of elves who will attack us all the time. At Craig's house, his father will open for us and tell us that his son was left at school after school. for showing the middle finger to the director.

    Hot coffee

    Of course, you can’t just take the parcel

    We go to Tweek's Coffee to look for Tweek. In the cafe we ​​go to the back room and see Tweek, exhausted from work, we give him a letter. Tweek doesn’t have time to cope with his tasks, so we need to help him do some of the work and go get the package. Let's go to Kenny's house. The door will be opened for us by Mrs. McCormick (Kenny's mother), to whom we will give Tweek's receipt for receiving the parcel. She will give us the key to her garage in which we will need to pick up the parcel.

    Inside the garage, methamphetamine addicts are hanging out, who all the time gave the package to Tweek, and seeing unfamiliar boys, they think that these are cops. We fight with them, after which we climb the stairs and throw off the board along which we cross and pick up the package. We place the Manbearpig sensor upstairs, bringing down the ceiling with arrows. We return to the cafe, give the package, and recruit Tweek.

    Uninvited guest

    We go to Jimbo's store and buy a gas mask from him, after which we head to Token's elite house and put on the gas mask. The guard sprays pepper spray in our faces. We fight him. We give the letter to Token. We return to Cartman's house and learn the new magic "dragon's roar"

    Detention after school

    We go to school to rescue Craig from detention. We see through the window that he is sitting in the classroom with Mr. Mackie. We enter the school and make our way through the red-haired guards on duty. The door to the classroom with Craig is closed, we move on in search of the key. the passage in front of us will be blocked by bars. With the help of Kenny, we charm the red-haired attendant on the opposite side, pointing first at Kenny, and then at the attendant, and he himself will open the door for us.

    Opening the closed grille

    Advice : Always inspect objects near the red-haired attendants. You can shoot at various objects (books, ventilation, paintings, ashtrays) that sparkle above them and they will fall on them and then we can avoid a direct fight.

    We beat the next group of red-haired guards and get a brass key. We go back and use this key to open the optional class (faculty only). We shoot at the peppercorns and books, remove the blockage from the chairs with the “roar of the dragon.” A wounded boy sits in the corner, if we have Kenny, we change him to Butters and treat the boy. We take the silver key.

    We open Mr. Mackie's office with a silver key, there will be a golden key on top of the shelf, we shoot it down with an arrow. We go to the dining room (cafeteria), the first boss is waiting for us there - the main duty officer.

    The chief duty officer is also the red-haired curator

    Red-haired curator

    We do not allow the duty officer to prepare for a crushing attack; “dragon’s roar” is suitable for this; if you have the ability (depending on the class) to stun, for example “robbery”, “soft-boiled”, then it is best to simply stun him. By the way, throwing poop at him is also an excellent solution, it will help you deal with it faster. After the victory, we go to Cartman’s house, earn a promotion - a new proud title of Sir Schmuck and learn the new magic “Stink Charm”

    Bard

    We go to the Neighing Donkey tavern, go down to the basement, where the stuttering Jimmy Bard is waiting for us. We fight with the elves to the songs of the Bard. We get out of the basement by farting “Stink-Charm” on the fire in order to destroy the barricades, we also fight with the elves. We shoot at the window to open the window for Craig, when he falls with Butters’ ability, we heal him, we leave the basement. In the kitchen we fight more elves and heal Cartman.

    With a dragon's fart, we remove the sticks with nails from our path, shoot at the heating pad near the door to break the glass, then fart into the fire, Entrance door will explode and our allies will enter, who will clear the way for us further, in front of the stairs to the second floor, we fight with the elves, one of them will be wearing a gas mask - bleeding works well against him.

    We go up to the second floor, go into the room with Kenny and the elf on the bed, hit the table, shoot at the shelf, climb along them to the ceiling, shoot the chandelier and slide down the wire onto the bed. You can get to the attic by attracting the elf upstairs with Kenny's ability, then he will lower the stairs himself. In the attic, we fart into the fire to demolish the barrier, shoot at the chest, it will fall and break through the ceiling, making a hole. We jump down into the room. We fight with the Bard, causing negative effects in him.

    Alien abduction

    We return home and go to bed. Aliens abduct us and conduct experiments on us, as a result of which they leave an alien probe in us, which we can use, moving ourselves to different points and bypassing force fields. We go down the stairs to exit the laboratory in which experiments were carried out on us.

    We use the probe to move ourselves

    We go to the right, bypassing the power shields that the aliens put up using an alien probe, and fight them. They will always put up shields that can be easily penetrated by ranged weapons, such as a bow. Let's go to the elevator, Randy Marsh will tell us what to do. We find ourselves in a room where we move platforms and move onto them using a probe.

    We go down into the space corridor and fight with an alien guard and a simple alien. The Guardian has the ability to dodge both ranged and melee attacks, so it is best to use abilities on it. We walk along the corridor and on the panel we see Randy on the screen, press the buttons correctly (if not, then our friend will feel very bad), we will see how a path appears near the elevator. on which we arrived, to another room with red elevators.

    We first go down with the help of an alien probe

    We move upstairs, destroy the aliens using the “Stink-Enchantment”. We open the door on the panel to another room, in which we repeat again as the buttons sounded. the door to a room with red screens will open. We go there and fight with the head of security. Then we turn off the ship's alarm.

    We go back to the room with Randy Marsh and free him, we select the white energy crystal. We go to another elevator and insert the resulting crystal to activate the elevator. We go up to the control room and fight with the pilots and defense. After this, the plate falls and the task is completed.

    Find new allies

    Recruit ready

    We go to the backyard of the school to talk to the Goths, they will refuse us and first demand that we become like them.

    Nonconformist

    At Coffee Tweeks we buy “Strong Roast”. When we leave, the elves will meet us, capture us and take us to their camp, where they will offer to join them. A goth suit, hat and gloves can be bought from a homeless person next to the “Keep It Yourself”, after which we put on our outfit and go to Jimbo’s store to the trash bin, where the sneaky smokers hang out, fight with them and get cigarettes.

    We return to the Goths, we receive from them a new task to perform a daring act, in the house of culture during the parent meeting of the city to attach a poster to the table. When we approach the table, Randy Marsh will come up to us - we will learn from him the new “Whisper” puka technique

    Problems of the parent committee

    After mastering the Whisperer technique, we go to the Taco Bell construction site. We distract the guards with “Whisper” to get inside. We bring one military man to a puddle under voltage. We use the alien probe and move upstairs and climb into the ventilation. We defeat the German zombie and take the recorder. We go to the house of culture, give the recorder we found to our parents, and get a photo for the rest. We return to the Goths and dance their dance, gaining new allies.

    After we are ready, we need to choose a side, Stay with Cartman or go over to the side of the Elves. In general, in any case, you will need to pick up the stick of truth at school.

    Attack the school

    We go to the outskirts of the school, treat the Goth with Butters’ ability, then he will open a passage for us inside, or Bard to open a partition for the disabled, depending on which side we chose. We get to the guy who we are watering with a fire hose, we go around behind him along the ventilation in the wall. We break the wall with the “Stink-Enchantment” ability.

    In the lobby, turn off the fan, shoot at the fire indicator in the ceiling, and then set fire to the stink-chara rubble. We go down to the basement and fight with the transformed red-haired guards on duty, we leave the basement in another part of the school, they fight behind bars, we take out the medallion by farting from their school lockers. We go into the hall where they shoot burning oil at us, use the “Stink-Enchantment” or an alien probe. We beat the opponents, after which we start fire and fart into the fire to blow up the door and let in our other allies. We fight with Stan - nausea and bleeding work well against him.

    In the final battle you have to find out what is stronger: your fart or the blowing machine

    On the second floor we make our way through the opponents and get to the classroom with Kyle. Once again we will be given a choice of whom to fight. At the end of the fight we will have to use all our farting power. Only Kyle will blow a fan on us, and Cartman will fart too.

    Defeat the linen gnomes

    We return home and go to bed. At night the linen gnomes will come to us, we fight them. After shrinking, we follow them into the hole in the wall, make our way through the boards, rats, and through the wires we climb into the parents’ room, where we will see the gnomes, fight with them, and then with the gnome sorcerer, managing to get away from the eggs under our parents))) . Bleeding and fire work well against him. For this we get the opportunity to decrease.

    Creation of alliances

    We meet with Kyle at his house. We receive the task of recruiting girls.

    Recruit the girls

    Near the house of culture we approach the girl Annie, she will take us to a meeting of girls, in which we accept from them a task that must be completed so that they agree to consider our hero’s proposal to join the boys’ game. Pretend to be Bebe's boyfriend, we go to Monica, after the setup we fight with her boyfriend.

    Unplanned Parenthood

    We carry out the next task for the girls. We dress up as a girl, go to the abortion clinic, go into the doctor’s office, when his machine breaks down and he leaves, we take his clothes from the office, put them on and go to the city archives. After the agents and guards arrive. We shrink down and climb into the hole in the wall. We shoot at the pipes above the opponents if you don’t want to fight them. We go out to the operating room and perform surgery on Andy Marsh.

    We leave the operating room; mutant embryos will attack the agents in the room. We make ourselves smaller and pass through the body of the military man, in the wall we get to the ventilation in front of the rats, we pass along it, watching through the bars as the military fights with the mutants. In the place where the machine gun stands, we make ourselves smaller, then we move ourselves to the valve, turn off the water, and then we move ourselves inside the pipe from which the water was flowing. We make our way to the ceiling above the machine gun and shoot at the wire to bring the ceiling down on it. We go down to the machine gun and finish it off with the help of the “Stink Charm”. We are fighting a huge fetus.

    On North

    Let's go to the boys, they will send us to the “Photo Dojo” to take a passport photo. We fight with the fake photographer and get a photo. now we have to go to Canada. You can get to it by going along the paths from the church, going around Stark's pond, and then we go up all the time, or through the farm - it takes a little longer to walk. In Canada we are heading to the city of Ottawa to see the prince.

    Oh Canada

    We leave the prince at the exit, get pictures with them and head to the Earl of Winnipeg. The Count will demand that the dire bear be destroyed. The bear is located to the right of the count, right in the city, so you don't have to go far. For victory we get his skin. From the count we go to the prince and receive from him the task of killing the Bishop of Banff.

    In search of the dire bear

    We go to the bishop and take his eggs. After the prince we go to the Duke of Vancouver. From him, without leaving the city, we go to the monks, show them all our farts that we know. We are studying the Nagasaki fart, which will help break down walls. We go into the cave, use “Nagasaki” to open a passage in the cave to the Minister of Montreal. With this, you can leave Canada and go to the girls.

    Beating Clyde

    We use “Nagasaki” to destroy the first gate, turn off the current to the puddle on the right by moving with the help of a probe. You can also go around the main entrance on the right, where there is a generator behind it you can find a gap through which we can go if we shrink. We make our way through the opponents to the place where the cow was raised. You can get to the stairs by hitting the platform and then farting “Nagasaki”.

    The worthy title of Sir Schmuck

    On the tower we use the “Stink Charm” and “Nagasaki” to set fireworks on fire and destroy the houses on which the valves for raising the gates are located. Inside, while Craig is raising the third cow, we use farts on the side windows to let our allies in. On the left is “Stink Charm”, on the right is “Nagasaki”. then in the fight with Craig there will be only one cow.

    We fight with Craig, we put as many negative effects on him as possible, when he multiplies, then the real one is possible if he loses fewer lives than others. We defeat him and go up the stairs.

    looking for a bomb in the intestines

    Then things get interesting, we shrink down and penetrate into reverse))). We move through the intestines. Electricity can be passed through by Stan's ability to summon Sparky the dog. Next, we shoot into the bubble to find the alien stuff and move through the poop. We remove the big ball with the “Nagasaki” ability. We drive away the bat by standing on the flashlight button. We get to the ghost of the sparrow. Sparrow is immune to bleeding and nausea. Magic works well for him.

    After the sparrow, we use “Nagasaki” to swing the ball and the alien probe to put ourselves on the button. We go to the two guards and deal with them. We penetrate the intestines with a bomb. We use the bard to open the panel. We are carrying out an operation on a bomb.

    Now Clyde remains, go to him, fight with the boss, throw negative effects on him to which he is vulnerable. We watch a dialogue between a healthy man and Morgan Freeman.

    Betrayal

    Friendship is stronger than the magic of the stick of truth

    We shop at the store before the last battle and go fight Kenny. She doesn't have as many lives as other bosses, but you have to hit her 4 times. We throw negative effects on her, and of course we hit her by consuming enhancing substances. In the end, our heroes will have to break the gentleman's code and fart on their balls with the Dragon's Roar.