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How to complete the game Leopold the cat at the dacha. Leopold's cat's cottage, or the peculiarities of mouse hunting: guides and walkthroughs. Components of the plan

Take the gray hatch cover. As whites we go to the door and take out the key from under the rug. We use it on the door and get inside. We take out a white piece of paper from the basket. We turn right. We remove the hat from the hanger and find the key under it. We act with white on the bait. And rightly so. Don't touch other people's fishing rods! We turn left again. Operate the key on the green bedside table. We take a box of caps. We turn left. Let's take Leogochi. The toy is cool and buggy. No matter how much I raised this bastard, he just yells and doesn’t want to do anything. OK. We take a white screwdriver from the glove compartment of the bicycle. Let's go ahead. We take the scissors from the hanger. Let's turn left. We eat gray fish from the stove. Take the second piece of paper. We turn right twice. We enter the bedroom. We turn right. We take the game console from the nightstand. We plug in white light sockets and TV sockets. We take out the second half of the scissors from the nightstand. Right again. We select the third stub. We take the cartridge from the shelf. We turn right again. We use the console on the TV, the cartridge on the console and play Pac-Man. We eat all the cheese and take the light bulb from the TV. We turn left and leave the bedroom. We return to the kitchen. Turn on the white water tap. Gray saves him. I jump out the window. We go right to the toilet. We relieve ourselves with both mice. We tear off the gray wheel from the wheelbarrow. Let's go right. We use a white hat on the bee tray. We get another piece of the plan. We go to the right. We take a gray rake. Did not work out? And so too! We take white. :)) Let's go a little to the right. We break the fence with gray and get a board. The main thing is not to stop there! We brazenly violate the territorial rights of the vile trx Leopold and steal his pumpkin! The fifth piece of the plan is lying near the fence. Let's take him too. We wash ourselves in the washbasin. We enter the house. We turn to the door. Hmm... there's clearly another gang operating in the house. They forgot their gun. Let's increase our vigilance and grab a rifle just in case. We go into the kitchen. With a light stomach and clean hands, we eat the second fish gray. After this, take the white frying pan from the stove. In gray we take out the scales from above. Let's go to the bedroom. In the bedroom we turn to the door and shoot from the rifle. To fire, you need to load the gun with caps. We shoot two more times. We select a hammer behind the sofa. We go out the window. We go to the entrance to the house. We select the coin lying in front of the barrel. Let's go to the toilet. We take the brick out of the ground. Why didn't they take him earlier? I just forgot! We return to the washbasin near the entrance. We turn around so that the barn door is visible in the distance. We tug at him with a gray mouse. Nothing worked out - no problem. We click on the barrel of water and go to the barn. We try to remove the belum door from the door. Let's go inside. Screw the light bulb into the socket. To do this, first apply a white light bulb to the socket, then gray, then white again. We take the gray electric saw standing by the door. We use gray on the chicken. Did not work out? Then white! Let's take the last piece of the plan. We go outside. We go into the hallway again and take out a wrench from the cabinet. We go to the pipe near the barn. Unscrew the nut from the pipe. We take the pipe. Let's go to the well. We take the white pipe and act on the gate of the well. We get a miracle device - a saxophone. Again we take it with white and act on the bench. We take a gray saw and saw off the legs of the bench. We get an incomprehensible device and a nut. In the inventory, we first use one half of the scissors on the other, then a nut on the halves, then a screwdriver on the entire set. We get whole scissors. We go left a screen, to the rope. We take the gray scissors and act on the rope. We get a rope and a clothespin. We go to the entrance and begin the final stage of preparing the podlyanka. We put a gray brick on the threshold. With white we insert the strange device into the open hatch. We put (according to plan): scales and a board in gray, an egg in white, a hammer in gray, then we put the pistons, then with white we hook the rake to a branch with the feasible help of gray, put a wheel from a wheelbarrow on it and pass a rope into it. We hang a pumpkin on a rope. Take a gray clothespin and attach it to the board. Then we attach the frying pan to the board with white. After that, we put the coin in the same place where we took it - to the right of the entrance. We press the call.

BACKGROUND Leopold the cat decided to spend the weekend at the dacha. Of course, the little mice (Grey and White) followed him. They drew up a plan, but, unfortunately, their sketches fell into the clutches of Leopold. He tore them up and scattered them all over the dacha. You will have to work hard and collect them. WALKTHROUGH In these pictures you can see what needs to be done, but first you will have to find the following things: a rake, a wheel, a pumpkin, a rope, caps, a hammer, two boards, an egg, a scale, a brick, a spring, a clothespin and a frying pan. So, let's begin. The scene takes place in the garden, in one of the three rooms and in the barn. GAMES You may encounter the following games: Leogochi and Game. You won't need Leogochi, but you won't be able to do without Game. Leogochi lies in the hallway "b". To play Game, you need to take the console in bedroom "b" with White. In bedroom "d" you need take the cartridge from the shelf. But in bedroom “c” you can install the console and play. HOW TO GET WHERETo get into the house, you need a key. If you carefully watched the introductory cartoon, then, of course, you noticed that key. So feel free to climb under the rug with White and open the door. To get into the barn, you need to stand both White and Gray near the barn and White to reach for the latch. Gray will help him, and you will get into the barn, but there is no light in the barn. To to get a light bulb, you need to collect all the cheese in the game Game. The TV will explode, and you can take the light bulb. White will stand on Gray’s shoulders and screw it in. PARTS OF THE PLANThe fragments of the plan lie in the garden "d", in the hallway "a", in the kitchen "b" , in the barn and in bedroom "d", but the sixth piece cannot be taken because it is guarded by angry bees. To take it, White must put on the hat from the hallway "c". COMPONENTS OF THE PLAN Rake White will take “g” from the garden. Gray's wheel will tear off the cart in the garden "b". Gray will tear off one board in the garden "g", and White will be able to take the pumpkin. White will take the brick “b” from the garden. To make a spring, you need to take a pipe from the garden "g". To take it, you need to get a wrench from the cabinet in the hallway. White should unscrew and Gray should pull. The pipe needs to be wound around the well and placed on the bench. Then have Gray cut the bench with a chainsaw from the barn - you will receive a second board, a spring and a screw. Gray must cut the rope from garden "b" with scissors. To get scissors, you need to take one half of the scissors from the kitchen “a”, and the other half from the closet in the bedroom “b”. Then screw it all in with a screwdriver from the tool bag, which is attached to the bicycle in the hallway “b”. When they cut the rope, you can take the clothespin. Gray can get the egg from the barn. White stands on the barrel, and Gray catches the egg. To take the scales, Gray must eat a fish in the kitchen “b”, then wash his hands in the garden “d”, then eat the second fish. Then White can take the frying pan, and Gray can climb in and take the scales. To take the hammer, Gray must take the gun in the hallway "d", and White must take the caps in the hallway "a" in the box that opens with the key from the hook in the hallway "b". Then Gray must shoot three times in bedroom "d". After this, White will be able to take the hammer under the sofa. WELL, FINALLY... White, standing on Gray's shoulders, puts the rake on a tree, puts a wheel on it, threads a rope and hangs a pumpkin. Then he places the caps under the tree. Gray places a brick under the door. He opens the hatch, puts a board with a spring in it and, together with Bely, clamps it with a clothespin. They tie a frying pan to the board, put scales under the brick, a board on the scales, an egg on the board, and a hammer under the board. You either don’t need to take the coin at all, or then put it back in its place. Now Gray or White presses the bell and hides...

Vladimir Zhutaev

BACKGROUND

Leopold the cat decided to spend the weekend at the dacha. Of course, the little mice (Grey and White) followed him. They drew up a plan, but, unfortunately, their sketches fell into the clutches of Leopold. He tore them up and scattered them all over the dacha. You will have to work hard and collect them.

WALKTHROUGH

In these pictures you can see what needs to be done, but first you will have to find the following things: a rake, a wheel, a pumpkin, a rope, caps, a hammer, two boards, an egg, a scale, a brick, a spring, a clothespin and a frying pan. So, let's begin. The scene takes place in the garden, in one of the three rooms and in the barn.

GAMES

You may encounter the following games: Leogochi and Game.

You won't need Leogochi, but you won't be able to do without Game. Leogochi lies in the hallway "b". To play Game, you need to take the console in bedroom "b" with White. In bedroom "d" you need take the cartridge from the shelf. But in bedroom “B” you can install the console and play.

HOW TO GET WHERE

To get into the house you need a key. If you watched the opening cartoon carefully, you, of course, noticed that a key was sticking out from under the rug. So feel free to crawl under the rug with White and open the door. To get into the barn, both Whites and Grays need to stand near the barn and Whites need to reach for the latch. Gray will help him, and you will find yourself in the barn, but there is no light in the barn. To get a light bulb, you need to collect all the cheese in the game Game. The TV will explode, and you can take the light bulb. White will stand on Gray’s shoulders and twist it.

SNAP OF THE PLAN

Scraps of the plan lie in the garden "d", in the hallway "a", in the kitchen "b", in the barn and in the bedroom "d", but the sixth scrap cannot be taken because it is guarded by evil bees. To take it, White must put on the hat from the hallway "in".

COMPONENTS OF A PLAN

Bely will take the rake from “g” in the garden. Gray's wheel will tear off the cart in the garden "b". Gray will tear off one board in the garden "g", and White will be able to take the pumpkin. White will take the brick “b” from the garden. To make a spring, you need to take a pipe from the garden "d". To take it, you need to get a wrench from the cabinet in the hallway. White should unscrew and Gray should pull. The pipe needs to be wound around the well and placed on the bench. Then have Gray cut the bench with a chainsaw from the barn - you will receive a second board, a spring and a screw.

Gray must cut the rope from garden "b" with scissors. To get scissors, you need to take one half of the scissors from the kitchen “a”, and the other half from the closet in the bedroom “b”. Then screw it all in with a screwdriver from the tool bag, which is attached to the bicycle in the hallway “b”. When they cut the rope, you can take the clothespin. Gray can get the egg from the barn. White stands on the barrel, and Gray catches the egg. To take the scales, Gray must eat a fish in the kitchen “b”, then wash his hands in the garden “d”, then eat the second fish. Then White can take the frying pan, and Gray can climb in and take the scales.

To take the hammer, Gray must take the gun in the hallway "d", and White must take the caps in the hallway "a" in the box that opens with the key from the hook in the hallway "b". Then Gray must shoot three times in bedroom "d". After this, White will be able to take the hammer under the sofa.

FINALLY...

White, standing on Gray's shoulders, places the rake on the tree, puts a wheel on it, threads a rope and hangs the pumpkin. Then he places the caps under the tree. Gray puts a brick under the door. He opens the hatch, puts a board with a spring in it and, together with Bely, clamps it with a clothespin. They tie a frying pan to the board, put scales under the brick, a board on the scales, an egg on the board, and a hammer under the board. You either don’t need to take the coin at all, or then put it back in its place. Now Gray or White presses the bell and hides...

BACKGROUND Leopold the cat decided to spend the weekend at the dacha. Of course, the little mice (Grey and White) followed him. They drew up a plan, but, unfortunately, their sketches fell into the clutches of Leopold. He tore them up and scattered them all over the dacha. You'll have to work hard

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BACKGROUND

Leopold the cat decided to spend the weekend at the dacha. Of course, the little mice (Grey and White) followed him. They drew up a plan, but, unfortunately, their sketches fell into the clutches of Leopold. He tore them up and scattered them all over the dacha. You will have to work hard and collect them.

WALKTHROUGH

In these pictures you can see what needs to be done, but first you will have to find the following things: a rake, a wheel, a pumpkin, a rope, caps, a hammer, two boards, an egg, a scale, a brick, a spring, a clothespin and a frying pan. So, let's begin. The scene takes place in the garden, in one of the three rooms and in the barn.

GAMES

You may encounter the following games: Leogochi and Game.

You won't need Leogochi, but you won't be able to do without Game. Leogochi lies in the hallway "b". To play Game, you need to take the console in bedroom "b" with White. In bedroom "d" you need take the cartridge from the shelf. But in bedroom “B” you can install the console and play.

HOW TO GET WHERE

To get into the house you need a key. If you watched the opening cartoon carefully, you, of course, noticed that a key was sticking out from under the rug. So feel free to crawl under the rug with White and open the door. To get into the barn, both Whites and Grays need to stand near the barn and Whites need to reach for the latch. Gray will help him, and you will find yourself in the barn, but there is no light in the barn. To get a light bulb, you need to collect all the cheese in the game Game. The TV will explode, and you can take the light bulb. White will stand on Gray’s shoulders and twist it.

SNAP OF THE PLAN

Scraps of the plan lie in the garden "d", in the hallway "a", in the kitchen "b", in the barn and in the bedroom "d", but the sixth scrap cannot be taken because it is guarded by evil bees. To take it, White must put on the hat from the hallway "in".

COMPONENTS OF A PLAN

Bely will take the rake from “g” in the garden. Gray's wheel will tear off the cart in the garden "b". Gray will tear off one board in the garden "g", and White will be able to take the pumpkin. White will take the brick “b” from the garden. To make a spring, you need to take a pipe from the garden "d". To take it, you need to get a wrench from the cabinet in the hallway. White should unscrew and Gray should pull. The pipe needs to be wound around the well and placed on the bench. Then have Gray cut the bench with a chainsaw from the barn - you will receive a second board, a spring and a screw.

Gray must cut the rope from garden "b" with scissors. To get scissors, you need to take one half of the scissors from the kitchen “a”, and the other half from the closet in the bedroom “b”. Then screw it all in with a screwdriver from the tool bag, which is attached to the bicycle in the hallway “b”. When they cut the rope, you can take the clothespin. Gray can get the egg from the barn. White stands on the barrel, and Gray catches the egg. To take the scales, Gray must eat a fish in the kitchen “b”, then wash his hands in the garden “d”, then eat the second fish. Then White can take the frying pan, and Gray can climb in and take the scales.

To take the hammer, Gray must take the gun in the hallway "d", and White must take the caps in the hallway "a" in the box that opens with the key from the hook in the hallway "b". Then Gray must shoot three times in bedroom "d". After this, White will be able to take the hammer under the sofa.

FINALLY...

White, standing on Gray's shoulders, places the rake on the tree, puts a wheel on it, threads a rope and hangs the pumpkin. Then he places the caps under the tree. Gray puts a brick under the door. He opens the hatch, puts a board with a spring in it and, together with Bely, clamps it with a clothespin. They tie a frying pan to the board, put scales under the brick, a board on the scales, an egg on the board, and a hammer under the board. You either don’t need to take the coin at all, or then put it back in its place. Now Gray or White presses the bell and hides...