向某人求助的英文玩游戏的内容

求***游戏的***:求***文字、图片题、歌曲题***攻略 - 手机游戏攻略 - 电脑百事网
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求***游戏的***:求***文字、图片题、歌曲题***攻略
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疯狂猜图、疯狂猜歌、疯狂猜成语相信是很多微信朋友都玩过的游戏。不过最近有有游戏开发者推出了&求***&游戏,该游戏并不像疯狂猜歌与疯狂成语那样单调,而是加入了听歌猜歌、猜图以及猜文字的多种混合体。可以说《求***》颠覆《疯狂猜图》的传统玩法,不仅是加入了猜歌曲元素,带给我们熟悉的回忆与久违的感动,以下百事网小编为大家汇总下最新求***游戏的1-60关***,涵盖求***游戏的***:求***文字、图片题、歌曲题***,详情如下:
求***游戏的***:求***文字、图片题、歌曲题***攻略
一、求***文字题***攻略
《葫芦娃》里二娃的本领--顺风耳
《疯狂原始人》是哪家公司的作品--梦工厂
《猫和老鼠》中的猫叫什么--汤姆
《权力的游戏》根据哪部小说改编--冰与火之歌
《武林外传》中燕小六的狗叫什么--123
《聪明的一休》中的将军叫什么名字--足利义满(出题的你敢再偏门点吗)
紫龙的必杀技是--庐山升龙霸
谢尔顿的魔兽世界昵称是--谢耳朵
人口最少的国家是--梵蒂
冈羊村村长叫什么--慢羊羊
东方创业史改编的电影是--中国合伙人
《功夫熊猫》中阿宝养父是什么动物--鸭子
2014年世界杯举办国是--巴西
2014年世界杯举办国是--巧克力
《一块红布》是哪位歌手的作品--崔健
八小时工作制起源于哪个国家--英国
肯德基创始人是什么军衔--上校(鸡块什么的魂淡~)
我国最知名的近代军事院校是--黄埔军校(貌似看到蓝翔字样&&)
国内生产总值&的英文简称是?--GDP(俗称鸡的P)
以帆为造型的澳洲地标是什么--悉尼歌剧院
二、求***歌曲题***攻略:
我只在乎你
马戏团(目测可能是楼主猜不到的那首,我一开始也卡在这)
一生所爱(《西游伏魔》里有,儿歌300首)
可惜不是你
松鼠大作战
兄弟抱一下
大约在冬季
我的歌声里
浪花一朵朵
三、求***图片题***攻略(没法上图,只能帮你到这了骚年):
杨幂(脚,好吧你懂的)
赵本山(鞋拔子什么的亏你想得出)
愤怒的小鸟
尔康(大鼻孔什么的实在无力吐槽&&)
以上基本就是1-60关卡《求***》游戏的***,主要涉及到的是求***文字、图片题、歌曲题***攻略,希望对大家有所帮助,更多***,我们稍后也会为大家奉献上。内容正在载入……如果超过5秒没显示,请刷新一次即可> You are an adventurer for hire. You take a variety of jobs and contracts to earn a living, usually involving hunting monsters or criminals, escorting merchants and royalty, etc.
> Nevertheless, you keep on working.
> Not too long ago, you purchased your own home on the outskirts of town. It's a nice change of pace from moving between inns all the time, but after so many days of returning to an empty and bare home, you feel slightly bored of the routine.
> It's the peak of one of the worst winters in years and a warm fire is a necessity to survive.
> The fire crackles warmly.
> You spend the day tracking a beast that has been eating the local farmers' cows.
> You claim your well-earned reward and then return home.
> You eventually track it back to its lair and defeat it, receiving several cuts and bruises in the process.
> The fire crackles warmly.
> You make a simple meal and sit next to the fire eating it.
> You go to bed early.
> There's not much else to do and the day has you worn out.
> The fire crackles warmly.
> You escort a merchant carriage between two towns, facing numerous packs of bandits along the way.
> You return home exhausted.
> The long travel in the cold and frequent fighting is draining but you are given a good sum of gold and some food as payment.
> The fire crackles warmly.
> Once again you make a basic meal and fall into the chair next to the fire.
> You throw some more wood on the fire and go to bed.
> The fire crackles warmly.
> You work as the bodyguard and guide of a lord visiting a nearby town.
> Soon after that, you return home.
> The lord is an unpleasant man, but the work is better than destroying monster nests in swamps.
> While walking through the markets, a clearly inexperienced pickpocket barges into the lord and dashes off with a pouch of coins.
"Please, sir. Don't kill me! I can't leave my brothers alone to fend for themselves! Please just let me have this coin and my life and I swear I'll never cross you again!"
> The thief is a very young man, maybe still a teenager.
> You pursue the thief through a few streets but quickly catch up to him in a side alley and tackle him to the ground.
"Don't just stand there, fools! Catch that scum and bring him back here!"
> You return home. Your coin purse is lighter than usual but your conscience is too, and for that you're thankful.
"You can forget about your payment. Get out of my sight and be thankful I didn't have you punished where you stand."
> You tell the lord that the thief couldn't be found. He is visibly furious.
> He sprints away, wiping tears from his face.
"Thank you, sir! Thank you!"
> You tell him to keep the purse and run as fast as he can.
> You glance around you, the other guards are nowhere nearby.
> You know this man needs the coin more than the lord.
> You take the coin pouch back from the thief and tell him to run.
"That scum deserves punishment but I'll be merciful today. You at least got the coin back, that's what matters. Take half of it as payment. You may leave, your work here is done."
> You tell the lord you couldn't catch the thief but he dropped the pouch during the chase.
> He scrambles to his feet and sprints around a corner, out of sight.
> Although he is accompanied by four of his own guards, he hired you for your knowledge of the area.
> The fire crackles warmly.
> You practice some swordplay before once again going to sleep early.
> The fire crackles warmly.
> You spot an unusual request on the notice board in town.
> You decide to take the 'quest' and go to meet them.
> A travelling alchemist is looking for a place to stay until winter ends. They're offering a hefty payment for this.
"You're a lifesaver! Thank you! There's not a hope of me getting my stock back home with the winter being as bad as it is and none of the inns would let an alchemist stay because I'm apparently a "hazard" to the other guests."
> You show her the notice and she beams with joy.
> You enter the local tavern and, as stated on the notice, the alchemist is sitting in the back corner by herself.
> You return home with the alchemist.
> As she says this, she drops a sack of coins on the table. You're surprised the table can take that much weight.
"Don't worry, I won't set your home on fire or blow it up or whatever it is people think alchemists do. Although I may need to bring a few of my own things so I can continue working while the weather has me cooped up around here."
"Thanks for letting me dump my stuff in here. Besides, this place seems like it needs more life in it anyway. You really don't spend a lot of time here, huh?"
> With the alchemist's help, you make some dinner and the two of you sit next to the fire to eat it.
> You help the alchemist unpack the last of her belongings and, after showing her to her room, you head to bed.
> You're surprised when you realise how late it is.
> For the first night in a long time, you spend much of it laughing and talking cheerfully.
> You both talk about work and the weird people and places you've encountered as a result of it.
"Mornin'! Heading out this early? Here, take some of these with you, they're much better than those mass-produced potions you've been using before now."
> She hands you several vials of healing potions and medicinal bandages.
> You take a job as a courier for a nearby town's smith, delivering weapons and armour to the city.
> You return home.
"Here you are, a good pay for good work", says the smith as he hands you your payment.
> You decide it's best not to pry into the family matters of others and make no mention of the child's health.
> You return home, worried about the smith and his daughter.
> He hands you your payment and bids you farewell.
"No, no. There's no problem, she's caught the flu it seems. Nothing serious."
> His expression darkens for a second before returning to his usual jolly smile.
> You mention how his daughter seemed unwell and ask if there's any way you can help.
> While he searches for the coin pouch, you think about the daughter, feeling worried.
"Welcome back, friend.", the smith says, smiling warmly. "You're here for the payment I assume? Just give me a second while I find the pouch."
> You can tell from here that she's unwell. Her skin is snow white and she seems to be breathing slightly heavily. She rushes upstairs at her father's urging.
> When he sees you in the doorway he urges his daughter to go upstairs.
> As you enter the shop, you see the smith talking to his daughter, a sombre look on his face.
> After returning from the deliveries, you go to claim your payment from the smith.
> It's long work and tracking through mounds of snow to get from the town to the city just makes it worse.
"Welcome back! I hate to ask this but do you think you could help me make some potions later tonight? I have a pretty big batch order I need to fill for tomorrow."
"Don't worry they're only basic ones, I''ll show you how to make them."
> You spend the night helping the alchemist make batches of potions of various kinds.
> You clean up the leftover ingredients and apparatus while talking about the day's work and then go to bed.
> According to her, if the sickness hasn't advanced too far then it's usually possible.
> You remember the smith's child and ask her if she is able to cure illnesses.
> You learn a lot about alchemy in the process and you place the boxes of new potions in the alchemist's carriage outside.
"You're heading out now? I'm going in a few minutes too, thanks again for your help yesterday, without you I wouldn't have had time to even eat or sleep last night."
"Turns out we even made slightly too many potions, so here, take the extras."
> You take the extra potions and bring them with you.
> You end up passing through the same town as yesterday on the way home from a monster-hunt.
"You can help us, yes? Please kill the child, and the smith if you have to, and you can keep everything in that shop and we'll even pay you for the work."
"Adventurer! The smith's daughter has been infected by a demon. It's only a matter of time before she becomes an abomination herself and kills us all!"
> You approach the mob and a few of them turn to you.
"You thought you could hide her infection from us!? Do you want to kill us all?"
"The child must die or we all die!"
"Kill the demon!"
> The majority of the mob seem blinded by rage, shouting much worse things.
"You must kill her! There's no chance for her!"
"She'll turn soon! The longer she lives, the more danger we're in!"
> Among the shouts and roars you hear what some of them are saying.
> There is a mob of townspeople outside the shop, trying to break the door down.
> You think it might be coming from the smith's shop and you run there instantly.
> You hear crowds of people shouting and cursing a few buildings over.
> The three of you clean away the supplies and equipment and put the home back the way it was.
"Does your kindness have no limit? That's twice now you've saved us. We'll find a way to pay you back, I swear it."
> You tell the smith that they can stay here for as long as they need.
"We don't even have a home to return to now. I know we won't be welcome back there and, honestly, I couldn't stand to look any of those monsters in the eye again."
"Thank you, friends. I have no words to express my gratitude. Whatever you may need I'm forever in your debt!"
> The smith falls into a chair, sobbing with joy.
The alchemist wipes her brow and takes a deep breath. "That should do it, she'll be as healthy as ever by tomorrow. All she needs now is rest."
> As you near the end of your stock of supplies, the child's breathing calms, her skin regains its colour and she falls unconscious.
> For what feels like hours, the three of you work to make potions, antidotes and medicines.
> You tell the alchemist what happened. She gathers all of the necessary supplies and asks you and the smith to help her.
> Evenually, you reach home.
> You and the smith bolt out of the house, stepping around the bodies of the townspeople, and don't stop running.
"I'll go with you. Lead the way."
> She seems barely conscious and is clearly in extreme pain. The smith picks her up in his arms.
> As he says this he looks to his daughter, who is hiding behind the counter.
"If there's any way to cure her I'll do it, no matter what it takes."
> You tell the smith you're here to help and you know of a way to cure the daughter.
"You're the one from yesterday. That was you who fought all those people?"
> You enter the shop, covered in blood.
> You recieve multiple cuts and bruises from all sides but ultimately you cut down most of the townspeople and, eventually, the last remaining few flee.
> None of them are trained and obviously have no idea how to swing a weapon, let alone their fists. But hey have strength in numbers and it's a difficult battle.
> The mob turn to you at once and lunge at you.
> You tell the townspeople to leave them alone.
> The three of you clean away the supplies and equipment and put the home back the way it was.
"Does your kindness have no limit? That's twice now you've saved us. We'll find a way to pay you back, I swear it."
> You tell the smith that they can stay here for as long as they need.
"We don't even have a home to return to now. I couldn't stand to look my neighbours in the eye again. At least some of them realised the error of their ways thanks to you."
"Thank you, friends. I have no words to express my gratitude. Whatever you may need I'm forever in your debt!"
> The smith falls into a chair, sobbing with joy.
The alchemist wipes her brow and takes a deep breath. "That should do it, she'll be as healthy as ever by tomorrow. All she needs now is rest."
> As you near the end of your stock of supplies, the child's breathing calms, her skin regains its colour and she falls unconscious.
> For what feels like hours, the three of you work to make potions, antidotes and medicines.
> You tell the alchemist what happened. She gathers all of the necessary supplies and asks you and the smith to help her.
> Evenually, you reach home.
> You and the smith bolt out of the house and don't stop running until you get home. You can hear the townspeople fighting amongst themselves in the distance.
"I have no choice but to trust this isn't some trap. Lead the way."
> She seems barely conscious. The smith sighs and picks her up in his arms.
> As he says this he looks to his daughter, who is hiding behind the counter.
"My apologies, friend, but I don't think I can trust anyone right now. My own neighbours just tried to murder us, some of them using weapons I made for them personally."
> You tell the smith you're here to help and you know of a way to cure the daughter.
> The calmed townspeople restrain their enraged friends, probably their attempt to make up for their mistake, and you rush into the shop.
> Some of the townspeople realise how hastily they acted on their fear, a small few keep trying to break into the shop.
> You explain that there's a way to cure the child.
"Thank you for all you've done, friend. I think I'll stay up and watch over her for tonight."
> She's sleeping soundly.
"I'm glad we could help her. I imagine she'll be perfectly fine by the time you arrive home tomorrow."
> You stay up talking to the smith about how his daughter became infected.
> The smith stayed up all night watching over his daughter.
> You talk for a bit longer before eventually going to sleep, exhausted.
> His fears were eventually realised and that's when you came along.
> He tried for days to find a cure himself, fearing what would happen if the people knew of his daughter's illness.
> Apparently, the two came across a lesser demon while out in the woods. It managed to cut the child before the smith cut it down.
"Hey, looks like he stayed up all night last night. I even told him countless times that she'll be fine but he refused to sleep."
> You take the potions and bandages.
"Anyway, good luck in work today. Here, the usual."
"Good morning. You're leaving for work I assume? Good luck out there."
"Once my daughter wakes up I'll find a way to continue working on my craft. I have no intentions of just being a freeloader here."
> Still sleeping.
> You take a job defending miners from the monsters lurking in the dark, winding tunnels.
> You collect your reward and return home, curious as to how the smith's daughter is doing.
> At the end of the day you use some of the alchemist's medicinal bandages. You can practically feel your wounds vanishing.
"She woke up a few hours ago, more full of energy than ever."
"The alchemist said she could look after her while I'm out. My daughter is a bit shy around new people but in time she'll certainly warm up to you both."
"Ah, and I also picked up some things in town so I can continue smithing to some extent here, only some basics. I'll need to use the nearest town's smithy from time-to-time."
"Um...dad says you saved our lives. I don't know how to thank you for something like that but, um..."
"..."
"I think they understand, sweetie. Even a grown man like myself can't find the words to thank them for what they did, you don't need to worry about something like that. "
"That's what dad would say, right? Did that sound okay, dad?"
"Thank you, friend. We are in your debt."
"She's woken up, as you can see. She seems to be full of energy too. If only she wasn't so shy as to keep it all bottled up."
"It's a relief to see the two of them safe, though. Considering what they went through things could've been a lot worse."
> The four of you talk about various things for the night.
> The smith's daughter goes to sleep early, and you and the others follow suit a few hours later.
> She still seems awkward in the new environment. It seems she'll need some more time to settle in before she can feel completely comfortable around you and the alchemist.
> The smith's daughter remains mostly quiet by her father's side. Occasionally, he throws a question her way in an attempt to get her to open up some more.
"Hey there. Here, you know the drill."
"Come home safe. And try not to get too cut up out there, you don't want to terrify the poor child."
> She hands you some potions and medicinal bandages.
"I'll have more where that came from. Look at it as my way of saying thanks for everything you've done for us."
> He gives you a masterfully-crafted dagger, complete with ornate carvings and indentations.
"Ah, good morning. I've just finished a gift for you. It should help keep you safe if your back is to the wall."
"Good morning. Please stay safe."
"..."
> You take a job gathering boar pelts in the woods.
> You arrive home earlier than usual.
> Although the wind and snow makes the work uncomfortable, it's an easy day, and you turn in the pelts to collect your payment.
> You don't know why exactly anyone needs boar pelts but you don't really care as long as you get a reward.
"The alchemist has been looking after me all day. I don't mind though, she's funny and really friendly. I've been learning a lot of things about potions as well."
"Welcome back. Um, dad's out at the smithy in town but he'll be back later on."
"I feel like she's opened up a lot as well. She's been taking an interest in alchemy. I taught her to make some basic stuff and she's taking to it pretty well. She has talent."
"She's also been asking a lot about your work. I think she'd like it if you talked to her about it later on."
"Oh, hey. You're back way earlier than usual. The smith isn't even home yet. I've been looking after the little one since he left."
> The three of you talk by the fire. The smith's daughter is clearly more comfortable here after spending time with the alchemist.
> Eventually, you force yourself to go to bed.
> The four of you stay up talking cheerfully through the night.
> The smith arrives home. His face lightens when he sees all of you.
> Her eyes are wide with wonder while you talk about the monsters you've hunted, the people you've met and everything else that comes to mind.
> She asks you about your adventures. You tell her about some of your more interesting jobs.
"Hey, good luck today. It looks like she wants to help me out with my work from time-to-time. She really has taken a shine to the whole thing."
> While talking, she hands you the usual potions and bandages.
"Anyway, good luck out there."
"I wouldn't have thought she'd be so good with children."
"Good morning, friend. I trust you slept well? It's amazing how quickly she's opened up to both of you. I guess it's all thanks to the alchemist."
"Really? Thank you! I'll ask him as soon as I'm finished helping the alchemist!"
> You tell her you'll teach her if it's okay with her father.
"I know it's dangerous for my age but I at least want to know how to use a sword and keep people safe."
"Good morning! Come home safe, okay?"
"And also, um,
when you get home do you think you could show me how to be an adventurer like you?"
> The day is once again unremarkable, you hunt some animals and gather some meat for a village while the local hunter is unwell.
> You take your payment and return home.
"Welcome back! Dad said he'll let me learn to use a sword! When can we start?"
"This might surprise you, but I have no problem with it. She should know how to defend herself someday, so why not start young?"
"I made them earlier after she first asked me about learning. They should make things a bit safer than swinging those three-foot razor blades around."
"Welcome back, my daughter's been telling me how she wants to learn to fight."
> He gives you a pair of finely carved wooden swords.
"My only request is that you use these instead of steel weapons."
"Honestly, I don't really know. Habit, maybe?"
"Hm? You're asking why I'm still holding this potion?"
"Hey, welcome home. Thanks to the little one I managed to make enough stock for the day that I can actually relax for once."
> You teach the smith's daughter some of the fundamentals of defence and swordplay: evasion, distance, angles and striking.
> You go to bed afterwards, promising the smith's dughter that you'll train with her every day you're able.
> The smith and the alchemist sat nearby and chatted the whole time. After you finish training, the four of you eat dinner and talk amongst yourselves.
> You call it at that for the night. She has much to learn, but she clearly has the drive to keep improving.
> After a few hours, she is already better than when she started. She's better at staying at a safe distance and is slightly more confident with her footwork.
> The concepts don't come naturally to her, unlike alchemy. She's clumsy on her feet and is easily flustered, but she refuses to stop until she makes some progress.
"Seems like she's about to start practicing again already. She only woke up, how much energy does that child have?"
> You take the potions and bandages.
"Stay safe out there."
"As per usual, take these."
"In fact, since we've been staying here she's been happier and more energetic than usual. All the more reason for me to be thankful to the two of you."
"Good morning. I don't think I've ever seen my daughter enjoy herself as much as when you were sparring last night."
"Come home safe!"
"Morning! I'll be practicing some more while you're out so I'll be even better by the time you get home!"
> You spend the day hunting a monster that has been eating a village's crops.
> You take your payment and set off home.
> You track it down and defeat it. Any injuries you take are quickly remedied with the alchemist's supplies.
> That will be a choice to be made much later on, though. You approach the front door and realise that right now, the only thing you really care about,
> Is that you're home.
> You would gladly let them stay if they wanted to, and something tells you they might end up doing just that.
> You don't know how much longer this winter will last, or if the others will choose to live somewhere else once it ends.
> As you trudge through the wind and snow, you realise you've been looking forward to returning home each day; something you haven't felt in far too long.
The End
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