Walkthrough of south park stick of truth. Walkthrough of South Park Stick of Fate. Additional task “Flower for the Princess”

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.

South Park: The Stick of Truth Walkthrough Guide

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.

South Park- a cult provocative cartoon for adults, who always willingly and cheerfully talked about games, players and everything connected with it - simply could not be content with small-scale crafts, racing arcades and pinballs based on them. Multi-million dollar budget, legendary Obsidian Entertainment in the role of developers and active participation of the fathers of the franchise Trey Parker And Matt Stone - this is, damn it, our way! For more than three years, a role-playing game grew on this foundation, the theme of which could have been guessed in advance: naturally, it parodies and ridicules role-playing games!

Southern Skyrim

All The Stick of Truth - This is one big parody of role-playing fantasy. The plot revolves around the fact that the kids of South Park, including old friends Butters, Kenny, Stan and Cartman, play field role-playing game. They divided into two camps - elves and people - called themselves great magicians and bards of the tenth level (naturally, the stuttering Jimmy became the bard), dressed Kenny as a princess and started a war for the legendary artifact that grants power over the world - the Stick of Truth. Do I need to explain that the latter is really an ordinary wooden stick?

At this time, a new guy arrives in town - our hero. Just in time: the people, led by the sorcerer-king Cartman, are just attacked by elves who dream of capturing the Stick. Cartman, sensing the chosen one from the prophecies in the newcomer, teaches him the basics of battle and throws him into battle.

Well, then the typical heroic work awaits us: carry out the king’s orders, recruit or rescue allies from captivity, fight bosses and, of course, kill rats in the basement. True, there are almost no moral dilemmas that are fashionable these days, but in the end we will have the opportunity to go over to the side of the enemies - is this a role-playing game or not a role-playing game? And all this is wrapped in the signature obscurantism of “South Park”: in the process of fighting for the Stick, we will have to fight with local drug addicts, turn into an informal goth, kill the school guards (every single one of them is red-haired!) and even experience a very painful acquaintance with alien proctologists .

Song of the Ass and the Flame



In battle, you can easily do without this terrible magic, but if you don’t own it, what kind of Dovahkiin are you? Cartman, even in the guise of a great magician, remains Cartman. The wisest and fairest!

The South Park frenzy, of course, is not limited to the plot. After choosing the name of the hero, no matter what you suggest, the asshole Cartman will still call you Schmuck (it’s like Shepard, only Douchebag), and for services to the fatherland they will add the respectful “sir” to the address. Among the classes, in addition to the thief, warrior and magician, there is also a Jew, and he will subsequently master the secret Jewish martial arts of Jujutsu and the unique attack “David’s Sling”.

Other classes can’t complain: for example, a thief (“This is the first time I’ve seen a white thief,” notes Cartman) can throw rotten eggs at enemies, rob them right during an attack, and call the entire thieves’ guild for help at once. In addition, each class can use “magic”, which contains the whole salt and soul of “South Park”: each of the four killer spells is a powerful gas-blowing technique available only to the true Dragonborn. Fuss!

The battles here are reminiscent of turn-based battles from a JRPG. The hero and his partners are on the left, the enemies are on the right. Each player can attack, use a special skill (or “spell”), or drink a potion on their turn. At the same time, during attack and defense, QTE mini-games are activated: in order for your attack to “pass” and the enemy’s to cause minimal damage, you need to click the mouse at the right time, and also quickly and in the correct order hold down the indicated keys. And this, oddly enough, is appropriate - it adds dynamism to the leisurely and thoughtful combat.

One of our partners of our choice participates in battles with us. Their skills are almost more colorful than our own: for example, the paladin Butters can turn into his beloved Professor Chaos, and Princess Kenny passionately kisses her enemies and shows them her lovely charms, causing them to experience attacks of nausea and poisoning. You can also, as in classic JRPGs, summon some spirit (demon, person...) to the battlefield: for example, the owner of a local sushi bar, liberated from the Mongol yoke.



Kenny does get killed here - this is a side effect of one of his terrifying skills. But then, according to tradition, it is quickly revived. One of the most striking moments is the battle with the entire Mongol horde.

THIS IS INTERESTING: After the battle, in addition to normal equipment, there are simply mountains of unnecessary rubbish. We take from the enemies some CDs with porn films, toys, “Brad Pitt survival kits,” pieces of glass and other garbage. From the chest of drawers in the bedroom of the first house you come across, you can take out a used condom or a purple Hammer dildo and then sell all this wealth to local merchants. Thus, the authors got to the bottom of another cliché: the manic collecting of everything and everyone, encouraged in role-playing games.

By the way, about “normal” equipment - the concept of “normal” in The Stick of Truth, you understand, is very relative. The hero, who began his journey in typical role-playing attire, after some time can run around in a Jewish kippah and beat up enemies with an alien phallus. In addition to the usual weapons and armor, you can attach different types of glasses to the “doll”, you can do your hair and change your makeup - this does not give any bonuses, but it’s just fun.

Big and long potential

Behind all this extravagance lies a fully functional and varied game. These kids do everything like adults: we explore the city, communicate, fight, complete quests and develop a hero. The skills of each class can be improved with a new level, and equipment can be improved with the help of different stripes. In battles, at first you have to take into account the positive and negative effects imposed on you or the enemy (for example, bleeding or burning), the level of your opponent’s defense, his readiness to carry out a counterattack, and alternate simple and powerful blows in different situations.

Sometimes enemies can be eliminated even without a fight: the selective interactivity of the environment allows, in some cases, to knock over a shelf on top of them with an accurate shot or blow up a gas cylinder with a directed blast of wind. In some places, The Stick of Truth generally manifests itself as a quest, in others you have to use the skills of your partners - so that, for example, Kenny lures the bearer of an important key with his unearthly beauty.

Well what can I say... We swear!

There are a lot of tasks - not only plot ones, but also side ones. At the same time, the game places a special emphasis on collecting: all the way we collect chinpokomon figurines, hunt bizarre animals, tear down some posters, place sensors in the right places on the orders of Al Gore. And we constantly lick our lips at chests with forbidden treasures, which are often very cunningly hidden. Here the quest pops up again.

Finally, The Stick of Truth perhaps the first game where a typical modern social network is organically woven into the mechanics. The local analogue of “Facebook” is an in-game menu in which, in addition to characteristics, inventory and a map, messages from friends are displayed, often suggesting what to do next. And, by the way, looking for and making new friends throughout the city is one of the main quests. The more friends you have, the more perks available that increase health, increase damage from ranged weapons, and so on.

There's a flight there, there's a flight there

With the help of a chosen anal probe suppressed by the will, we will be able to move between special portals and get into previously inaccessible places.

It's all fun and engaging, especially since The Stick of Truth looks and sounds exactly like the original series and occasionally bombards you with its trademark social satire and mockery of specific social groups. After all, what other game lets you find Jesus between the pews in a church?

The script was written by Trey Parker and Matt Stone themselves - it’s hard to imagine that something like this could come from the pens of Obsidian Entertainment employees who once wrote the lyrics for Planescape: Torment. Probably, Parker and Stone wanted to set a new record in vulgarity and raise their own anti-sanctimonious bar even higher, because in some places The Stick of Truth allows itself even more than the series. I would like to add more sophisticated satire to this, but the entire satirical-parody potential of the script, by and large, does not go beyond ridicule of role-players and the aforementioned jokes about Jesus and the Mongol horde. Therefore, this potential dries up a little faster than we would like.

Once you get a good weapon, you can forget about the tricks of your enemies until the end of the game.

In addition, the game mechanics are sometimes painfully glitchy. If at first it’s really difficult to survive here, then after about two or three hours there’s simply nowhere to put your money, your inventory is full of unnecessary equipment, and the use of magic and special skills fades into the background: it’s much easier to quickly shoot everyone with a bow! Add here not the most convenient controls (the hero constantly gets stuck in surrounding objects), crooked navigation on the map (often your position on it is displayed incorrectly)... in general, South Park is far from a heavenly place.

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 the hope 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 "A Hunter's Guide to Survival in the Wild" 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 from the 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 "Chelbeardosvin"

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 get 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 from 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, we 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-charm” 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, 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, it falls, killing it, then we shoot at the broken wire that was behind the same monitor, it kills another alien, in the end we are left with the most important thing, finishing 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 to 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 clicking on 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 Nazi zombie 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 the 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 the top cover of the 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 we go down 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 opened 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 dwarves 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 post office 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 essence 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 McDenils (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 is in French and the girls ask us to translate it.

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 the 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 we 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 gathered together 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 mana 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.

    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 class 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 different 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 is sitting 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, we shoot at the heating pad near the door to break the glass, after we fart into the fire, the front door will explode and our allies will come in, who will clear the way for us further, in front of the stairs to the second floor, we fight with the elves one of They will be wearing a gas mask - bleeding works well against it.

    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 get into the back door))). 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.

    We start the game by creating our hero. The main character, New Kid, has just moved to South Park, and then the adventure begins.

    To make friends

    Search your house more carefully and go for a walk outside. It’s even better to inspect all the houses in the game, since this way you can find many useful items. So, move on and you will see a fight involving Bathers and an elf, help Bathers. After which you will kill Eric and receive the task of gathering friends.

    Call the best

    We leave Cartman's house and go to the left side to Craig's house, it turns out that he was punished by his parents. Then go to Tweek’s coffee shop and then to Clyde’s house, where you will be given a new task, after completing the tasks, go to Cartman.

    Flammable coffee

    Go to Kenny's house, then talk to his parents. Then go to the garage and engage in battle with the amphetamine dealers and take the bag from the shelf near the doors. Now you can return to the coffee shop and turn in your assignment.

    Uninvited guest

    The guard won't let you in, so now head to Jimbo's store. You need to take a gas mask from the store.

    Detention after school

    Now go to the school, after which you need to fight the red one. In the school hallway, use your "dragon roar" to clear the hallway. Well, you can reach the iron grate that is blocking your path. Therefore, you need to select the Kenny character and use his special skill. After Kenny opens the grate for you, you will need to fight Red again. After the victory, go to the locked doors, in battles it is better to use what surrounds you, thanks to this, the battle process will go much faster. Now switch to the character Bathers and heal the child who has huddled in the corner. Take the key and go out into the corridor, and go straight to the doors, when you get there, open the doors with the key. Then knock down the golden key and take it immediately. Travel to Maki and free Craig. Now you can return to Cartman.

    Bard

    Go to the tavern, where you will have to fight the elves. Where there is a candle, use a fart to clear the passage for yourself. Afterwards, shoot the window where Craig is. Next, choose Bathers and heal Craig from the wounds he received. Get out and save Eric. For allies, you need to clear the passage and go to the second floor. Once you are in Kenny's room, you will need to shoot at objects that glow in order to “build” your way. Drop the chandelier and you will immediately kill the elf. Now switch to Kenny again and use his “unique skill” on the one in the hatch. At the top, fight the elves and shoot at the chest. Next, go down to the first floor and fight Jimi. After winning, you can return to Cartman.

    Go home

    Return to your home and go to bed. Once you find yourself with the aliens, follow all their instructions.

    Alien abduction

    You will gain the ability to teleport when using a probe and special points. Now you can move through these fields and leave the room. There will be a pipe above the aliens, shoot at it. Then teleport to those who are still left and kill them. Using the probe, open the doors. Near the laser you need to destroy the aliens again, then climb to the top. Finish off the enemies that are still left and go to the right. Open these doors, then play a mini-game with music. Go to the bottom and turn on the switch, thus throwing off the alien. Go to the central platform and go down, here you need to beat the alien. Now we need to save Randy again. After making a few “mistakes”, you will find the combination simple and necessary. Go to the top and fight the alien spawn again. And now you can free your friend Randy. Next, you have the opportunity to complete the task “The Homeless Problem” by going down to the basement and defeating the homeless man. Well, the final station is the pilot’s cabin, go there and fight the aliens for the last time.

    Find new allies

    Cartman will give you a new task regarding new allies.

    Recruit ready

    Walk to the school, then find the gate on the right. The party is ready here. To join them, you need to change clothes and find cigarettes along with coffee.

    Nonconformist

    Go to Jimbo's shop and on the right side there will be cigarettes from the high school students, but pick them up. After which you can take coffee from the Twinks in the coffee shop and clothes from the homeless person who will be located near the garages. You will now meet elves who will offer to meet with their leader. The choice doesn't matter; you'll be taken to Kyle anyway. After you talk to Kyle, you can return to the ready, but before that, change into the attire of a homeless person. The Goths will ask you to go with a poster to a meeting of local residents. After fulfilling their request, return to the ready and dance the Gothic dance.

    Problems of the parent committee

    Chat with Randy and follow him to the toilet. Here you will learn a new skill, after which you will need to test it on Mac. Now go to the place where the space saucer fell and use your new skill on the soldiers that will be there, after they start passing, you can pass by them. After which you again need to distract the fighters and use the probe to teleport to the roof of the building. Climb into the ventilation shaft. After your descent, you will need to kill a couple of zombies. Take the item you need and return to your friend Randy. Now you will be faced with a choice of side, which will change little in the future.

    Attack the school

    Return to the school and go again to the place where the Goths were once. Here you need to switch to Jimmy and open a passage intended for the disabled. Go to the school where you need to fight enemies. The school can still use the environment to make battles easier. To get beyond these barricades, go through the ventilation shaft. Also, if you don’t want to fight, you can shoot at the hose in the lamp. Now all that remains is to fart on the torches and finish off the enemies that remain. Then shoot under the fire sensor and break the fan and fart on the torches again. Next you will have to fight the red zombie and then go higher. Turn the valve and climb into the ventilation, break the electrical panel there. Now you just need to break the pipe and turn off all the electricity near you. Now fight the local security guard. After which you will meet Bathers and his friends. When using a probe, you can teleport to the top and hit the enemy from the rear. The barrier that says you need to fart.
    Now fight Bathers himself and climb the stairs to the top. After a couple of fights, you will have the main fight, with the Boss. The boss will be Kyle or Cartman, it all depends on what you decided above. After the victory, go home.

    The winner of the linen gnomes

    At night, gnomes will arrive before you and begin to reduce you in size. Then fight these gnomes and go into the hole of the local mouse in the wall. There are no stairs, instead there are wires. Climb up and break the pipe. Shoot the wire to kill the rat in combat. Now go down, then walk forward a little and go up again. You need to destroy a couple of rats to make the fight easier. To do this, you need to drop a tree on one rat and then fart on another. Now go through your parents' bedroom and fight the gnomes along the way. In the end, there will be a gnome shaman left. When you fight with him, be as careful as possible and try to dodge dad’s attacks, as he does them unexpectedly.

    Creation of alliances

    Go to Kyle's house, after which you will find out what you need to do next.

    Recruit girls

    After which you will need to save Justin Bieber's doll so that the girl will take you to the others, they will give you a new task.

    Pretend to be Bebe's boyfriend

    Go to the park and fight with the bully. Now go back to the girls and change clothes.

    Unplanned Parenthood

    Go to the hospital where they perform abortions. Go see a doctor and wait until he leaves. Take the doctor's clothes and change into them. Then go into the doctors' room. Here you need to crawl through the hole that is in the floor. Once you go down, you will have to fight zombie rats, it is better to shoot at the pipes. After you get out, put on the doctor's suit again in order to perform Randy's abortion. The button must be pressed when the instruments are aimed at the middle. Go into the corridor, after which you need to shrink and go through the corpse of a soldier who has a hole in his chest. After which you will get to the abyss, where you need to knock down the beam that is at the top. Go down to the grate and leave the room. Now shoot the grenade, then shrink down and teleport to the valve. Turn off the water. Using the probe, teleport into one of the pipes in order to drop the platform onto this machine gun. Use a fart to blow up the platform, after which you can move on. Now you will have a boss fight with a giant germ zombie. I recommend that you change clothes. First, attack half. Then the embryo itself. After the victory, you can turn in the task to the girls and return to Kyle.

    On North

    Go to the photo salon and take a passport photo. After which you will need to fight the perverted photographer and take your passport from him. Now go to the farm, where you will need to fart on the local mice so that they leave and clear the way for you. Once you are in the forest, move upward at each new territory, after passing a couple of locations, you will find yourself on the border with Canada. Go to the first city you come across and go to the palace.

    Oh Canada

    To avoid fighting with dire wolves and other bunch of animals, just run away. After going to the neighboring town, you will receive the task of killing a couple of fierce bears. After victory, turn in the quest and return to the prince. After which you will receive a quest to showdown with the episcop. After you go to his castle, you will receive the item you need. Now you will be sent to another city, but this time send a letter. Move to the Southeast, when you reach the river, there will be a pier that you need to use to cross the river. Now you have a meeting with Phillip and Terence. Use all your abilities in the areas of farts. Then learn a new ability - Nagasaki. Go to the cave and use your new ability there. After which you will save the man who was trapped there. Well, now we can return to South Park. But first, go to the girls, and then to Kyle himself.

    Beating Clyde

    Use your new ability on the bridge. Go around the gate, then shrink down and go through the hole in the wall. Now go to Bathers and heal the gnome. To kill a rat, fart on a lighter. Then go straight and break the beam. Climb higher and defeat the Nazi zombies. Fart on one of the legs and break the entire structure. Then climb up the stairs. Now you will be faced with the task of destroying two towers. Inside the left tower, fart on the fire. On the right, fart on the rocket. Then pull a couple of levers and open the gate. Now you have to fight Craig himself. In battle, only hit it, not its copies.

    After which you will need to get into Mr. Masochist. Inside you will need to fight bacteria and other enemies. You can climb up along the corn, after selecting the Wall, you will get rid of the electricity. Now you need to teleport behind the fence. Go down through the guts, and then up through Mr. Hat. Use a fart to blow up the ball. Go to the flashlight and put the batteries back in. There will be a button at the top, click on it and kick out the bat. After which you will need to fight the ghost of a sparrow. After victory, open the passage using Nagasaki's ability. Get as high as possible and when you use your probe you will teleport, after which you need to turn on the vibrator. And now there is a battle with the soldiers. After defeating them, you will need to defuse the bombs. The meaning of neutralization is the same as with Randy's abortion.

    Betrayal

    Now watch the video and follow Princess Kenny. After a very long fight with the immortal Kenny. You will have to perform a bunch of actions for various characters. After victory, the story will be over.