Showing posts with label of. Show all posts
Showing posts with label of. Show all posts

Sunday, April 26, 2015

Theatre of War 2 Centauro


Theatre of War 2 – Centauro is an expansion to the WW2 tactical ground combat simulation Theatre of War 2: Africa 1943 and is dedicated to the Italian 131st Armored Division „Centauro“ and the battles it took part in North Africa, starting from December 1942 until mid-May 1943.

A wholly new campaign allows players to take command of a variety of units from the 131st Armored Division Centauro, covering a variety of missions: from rearguard actions near El Ageyla in Libya to the battles in the area of Cape Bon in Tunisia.

Other exciting new features include:

* New desert and mountain landscapes of North Africa on ten brand new maps accurately reconstructed according to historical documents.
* Ten new missions based on real battles in Tunisia during the Second World War: counterattacks, breakthroughs, flanking manuevers, hardened defensed and stealthy ambushes.
* Ten new military vehicles such as the Semovente M40 tank destroyer, the Carro Armato M13/40 medium tank or the Autoblinda AB 40 armored car, and many more.

suggested system requirements:
Core 2 Duo 3 GHz, 2 GB RAM, graphic card 512 MB (GeForce 8800 or better), 1.5 GB HDD, Windows XP/Vista.
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The Path of Hercules

The Path of Hercules (Video Game) Download
The Path of Hercules

Minimum System Requirements

    • OS: Windows XP/2000/Vista/7/8
    • CPU: Pentium 4 @ 1.0 GHz Processor
    • RAM: 256 MB
    • Hard Drive: 150 MB Free
    • Video Memory: 32 MB
    • Sound Card: DirectX Compatible
    • DirectX: 8.0
    • Keyboard and Mouse

      Screenshots

      How to Install?

      1. Extract the file using Winrar. (Download Winrar)
      2. Open "The Path of Hercules" >> "Game" folder.
      3. Then double click on "ThePathofHercules" icon to play the game. Done!

      How to Download?

      If your dont know how to Download this game, just Click Here!

      The Path of Hercules Free Download

      Click Here to Download This Game
      Game Size: 128 MB
      Password: www.apunkagames.net
      Read more »

      Wednesday, April 15, 2015

      Crimes of War Free Offline PC Game Full Version Free Download


      Genre : FPS, Action
      Platform : PC
      Language : English
      Size : 2.72 GB


      Minimum System Requirements

      OS: Windows XP
      Processor: 2GHz Dual Core
      RAM: 1 Gb
      Video Memory: 128 MB
      Video Card: nVidia GeForce 5900/ATI Radeon 9600
      Sound Card: DirectX Compatible
      DirectX: 9.0c
      Hard Drive: 6 Gb free


      Click On Below Link To Download

      Crimes of War Full Version PC Game Free Download



      Screenshots









      Read more »

      Tuesday, April 7, 2015

      Screenshot of the Week 1 The Gold!




      I currently have few different categories of articles on my blog and because of this I thought about writing a new type of articles (if I could call it that, considering the length it will have). In these new articles I will post a screenshot from my recent gaming activity. The screenshot will be either beautiful, relevant to the game was taken from, show bugs and funny moments or other things I found worthy showing and commenting about.
      So without further ado I present you my new rubric: Screenshot of the Week!

      This week Diablo 3: Reaper of Souls 2.1.0 was released, rebalancing the classes and difficulty, adding new content to the game and introducing the season’s system. I started to play the game again with some friends so I could check the new features.

      I can say that Im enjoying the new content in the game, even if I don’t know how much it will last until I get bored again, but it is for sure a breath of fresh air to an over-farmed game. Considering all these things is kind of obvious that this week screenshot (and the first of these series of articles!!!) is going to be from Diablo 3: Reaper of Souls.
      Im rich!!!


      This is the new goblins rift introduced with the new patch, by killing treasure goblins (while in the explorable world) there is a chance to open a portal to goblins zone. This area is a gold paradise (each player could easily get 100 million gold in this zone) that could help players with the re-rolling hell.
      Read more »

      Adventure of the Week 4K Adventure 1996

      This weeks wanderings through the online archives brought me to John Metcalfs 4K Adventure, written in 1995 for the PC MART Venture Forth programming contest.  Its primary feature is that it consumes a mere 4096 bytes of code and data in total, using a text compression technique to cram some nicely written text and a minimal but sufficient parser into a very small space.  Im playing it this week because it sounded intriguing conceptually, and also because I had limited time available and ran into technical dead ends with a couple of other games I was hoping to tackle.  The old-fashioned PC DOS .COM executable file requires a DOSBox environment to run on newer machines, and thats how Im playing it here.


      The game begins with a surprisingly lengthy and evocative bit of text -- the player is cast as Grimbis, a black dwarf seeking to retrieve a stolen magical orb from some elves, in order to help our master Gawyn maintain his reign of eternal winter; nothing too substantial, but its a nice change from the usual fantasy adventure heroics.

      I can recommend 4K Adventure to any adventurer seeking a brief challenge -- the parser is very limited but there are a few interesting puzzles on hand, and Metcalfs design nicely avoids some of the traditional adventure design cliches.  As always, my playthrough notes beyond this point will give the game away in detail, so there are certain to be...

      ***** SPOILERS AHEAD! ***** 

      We start in the depths of the forest, where we can hear water through some bushes to the west.  Ill avoid the obvious attraction here and go North, to a snowless area near a door in a wall.  The door is made of old oak, we learn if we EXAMINE DOOR; we cant OPEN it without a key.  I also note a parser limitation here -- LOOK [anything] is always a room-level look, regardless of the noun specified.

      East of this area is a windy track near the edge of the forest, with a holly bush preventing travel north.  We can go further east to the edge of a gloomy forest, where we can see distant hills to the north, but this is otherwise a dead end for navigation.  Given the games text-compression technical goals, Im not surprised to find that the map fairly limited.

      Heading south, we pass through a snowy forest clearing and reach the entrance to a prominent fissure cave.  Beyond navigation and a few verbs, theres not much room for parser vocabulary in this game, and we cant GO FISSURE or ENTER FISSURE; its just here for atmosphere, it seems, exuding darkness that prevents us from entering.

      Im back at the starting location now, and head to the west to see the river Burre, the source of the sounds of water we heard earlier.  Theres a boat tied up here, but I cant UNTIE ROPE or SET SAIL or RIDE BOAT or USE BOAT -- it seems we could CUT ROPE if we had a knife, but we dont yet.  EXAMINE BOAT provides more detail but only confirms that the rope has shrunk too tightly around its post to be untied.

      Looking for a knife, I happen to EXAMINE BUSH along the windy track, and lo and behold, heres Gawyns orb!  That part was a lot easier than I expected, and nicely unpredictable; the elves must have left it here, and now we probably just have to make it back to our master.  Where could that knife be?  EXAMINE RIVER reveals a pike, glimpsed momentarily in the murky waters, but I think its pike as in fish and not as in head-on-a so it wont be a substitute for a proper knife.

      I wander around for a while, trying to EXAMINE everything I can.  I finally discover, at the eastern edge of the forest where "The moonlight dances slowly in the thin icicles," that EXAMINE MOONLIGHT is unrecognized, but EXAMINE ICICLES finds a moonbeam trapped in a shard of ice.  Perhaps this will act as a light source so we can enter the dark fissure... and yes, it does!

      Inside the narrow cave with the moonbeam in hand, we can travel east until the passage widens into a cavern of boulders.  An odd grey fungus grows here, so Ill GET FUNGUS just in case it proves useful.  Heading back west and then south, I find a pool of icy cold water and a small key.  Now were getting somewhere.

      The small key works on the door in the crumbling wall, providing access to a summer meadow, where our moonbeam melts, so I hope we dont need it anymore.  To the west of the meadow is a murmuring brook, containing pebbles of many colors.  We cant take these, but EXAMINE PEBBLES reveals a knife, so we can GET KNIFE and put it to good use.

      CUT ROPE now lets us ride the boat across the icy river, and upon landing we can see Gawyns Tower to the west.  We travel in that direction, and in an instant, victory is ours!




      Apparently we get bonus "gold coin" points for acquiring the odd fungus, even though we never needed to do anything with it, and points for any items that survive in our final inventory.  I went back and checked -- we get 35 additional points if we keep the moonbeam frozen, by dropping it before entering the summery meadow and picking it back up after fetching the knife.

      4K Adventure
      is a brief but entertaining experience -- not bad for 4 Kb of material!
      Read more »

      Monday, April 6, 2015

      Adventure of the Week The Adventurers Museum 1989

      Sometimes when Im doing research on something else, I run across an interesting old game I didnt know existed.  I was trying to track down an apparently unreleased RPG called Legacy of the Necromancer a few months ago, and in the process I ran across Lee Chapels 1989 shareware text adventure trilogy by the same name.  So this week, were going to tackle the first game in the series -- The Adventurers Museum, a.k.a. Legacy of the Necromancer: Part I.  Mr. Chapel has apparently released the series as freeware in recent years; it can be downloaded for the IBM PC here and elsewhere.



      The parser is clearly influenced by the Infocom Z-machine, though it appears to be independently designed and coded, and the games world is almost-but-not-quite the ZORK universe.  All three chapters of the trilogy were released, and this is an interesting homage to the classic Infocom trilogy.  As always, and especially for ZORK fans, I encourage interested readers to try The Adventurers Museum out before proceeding into the details below; its not an easy game, so you may want to refer to the CASA Solution Archive on occasion.  And now, to borrow the games alternate terminology, much of what lies ahead will shortly be...

      ***** SPOILED BY A GWORL! *****

      My observations about this game are not going to be structured very cleanly -- the map is quite open, with most of the puzzles lying at one dead end or another, and theres not much of a plot.  So the following is generally chronological, but not entirely.

      I dont know if its just the way I approach these things -- trying to avoid the most obvious path -- but I discovered almost immediately that we can simply ignore the Adventurers Museum standing right in front of us at the start of the game.  We can choose to travel west down the road to the Hawksheart Mountains, or east to Grimwood Forest and Dwarrowdelf, ending the game in a couple of moves, with 0 points.  But it is worth exploring the environs to the south, to collect a gold ring, though we wont get much farther without a light source.

      The parser is not, as far as I can tell, the actual Infocom Z-machine, but it follows that venerable model in many ways.  It supports the BRIEF and VERBOSE commands, for example.  And if we try to carry more than six items, we tend to fumble and drop a couple of them.  There is, however, no DIAGNOSE verb, and no ASK or TALK commands either, so character interaction is necessarily limited.


      It soon becomes clear that The Adventurers Museum may be a little too directly inspired by Infocom -- as we enter the cave, we are informed that Its pitch dark here. If youre not careful you may fill in a pit or be eaten by a gworl.  In many ways, this game is a bit of interactive ZORK fan-fiction, though thats not necessarily a bad thing.  Dying invokes Tamarya, the Goddess of Death, who sends us away to Vhea, realm of the dead; if we havent yet met the museums curator, the game is over.

      To my surprise, theres no puzzle-solving required to get into the museum, we can just OPEN DOOR.  The museums curator directs us to follow him -- we can FOLLOW CURATOR to do so or just go W.  Here we find a trophy case that once held a collection of famous treasures, a nod to ZORK, but, we are informed, they have all been stolen and secreted in the nearby cave by a mischievous imp.  The curator solicits our help, and gives us a brass lantern and a loaf of bread to aid us on the journey; he will also resurrect us should we die at some point, though we lose points in the process, and it takes so much effort to find and recover our belongings that its usually more efficient just to RESTORE.

      In the museums east wing, a sign on the staircase reads Closed for renovations, and the curator prevents us from going upstairs, for the moment at least.  We cant open his office door to the north, or sneak in while the curator goes in and out.  So I guess were off to explore the cave and recover the 20 treasures, now that we have a lantern.

      The map tries to give us a sense of vast outdoor space, but our movements are actually constrained pretty tightly.  The dead end where the river spills out cannot be entered, as You would drown before you ever got through the opening.

      The parser isnt always as smart as it wants to be, either.  Beside the pond, we cant take the phosphorescent moss illuminating the room.  We can see some fish in the pond, according to the room description, but GET FISH yields only You see no fish here.  But if we ENTER POND, we frighten away the fish and thoroughly soak our belongings, disabling the lantern but not damaging the bread (or ruining the matchbook, later on.)  Theres a bug here -- damaging the lantern doesnt actually removing our source of visible light, but even though we can see our way around just fine with the broken lamp, we can still get eaten by a passing gworl.  So its best to leave the lamp on shore before we swim down and north through an underwater tunnel to find a... hmmmm... crystal trident.  Not all of the treasures will have direct ZORKian antecedents, but were never far from a reference to the Great Underground Empire.

      To the north is another pond, leading to a garden area where we can pick some flowers.  We can acquire an orb with swirling clouds of white light inside, similar to orbs in the ZORK games.  The temple of Tamarya the Goddess of Death is here, along with some jewelry that should be in a museum.  But we cant take it immediately, as You must please the goddess first; putting the picked (therefore dying) flowers on the altar allows us to obtain the jewelry.

      The cave system is tricky to map, with lots of overlapping regions, so the usual grid-based approach doesnt work well.  But its a layered design, and rooms do ultimately logically connect to each other.  The puzzles seem fairly simple in the early going, but become more difficult later on.  Many are guardian puzzles -- for example, a snake at the bottom of an oak tree in the garden wont let us climb the tree. 

      An ivory dagger in the cemetery has the initials L.H. on it, but I never figured out what that was meant to indicate. 

      The South end of the bridge that spans the cave near the entrance is a toll bridge; theres no toll due on the way south, but we cant get back without paying the toll taker, a troll.  We also cant control what we offer -- the PAY TROLL command makes an assumption that we may not always agree with, e.g. (with the orb).  We can try to KILL TROLL WITH DAGGER, but The trolls skin is like rock and he easily fends [sic] your blows.   We can give the bread to the troll, he happily eats it but it doesnt cover the toll.


      The matchbox at the foot of a flight of stairs may come in handy later.  In the Statue Room, a statue of a naked man carrying a bow and arrow points to the south exit; while it doesnt seem to be a trap when going SOUTH, it is a fatal hazard on returning NORTH; we can TURN STATUE to face either the eastern or southern exit, but we cant point it harmlessly at the blank wall to the west, so remembering what state we left it in is important.  We can navigate around it, in either case, so theres really no need to mess with it; we can just treat the dangerous path as a one-way passage. 

      The Smithy contains an anvil, a firepit, and an old leather saddle.  There are some bars of silver buried in the ashes of the firepit; EXAMINE ASH yields half a dozen of them, from the mines in the Iron Mountains.

      Some hay is in the stable to the east of the Smithy, which is handy for feeding the winged horse in the open area to the southwest.  With the hay and saddle in hand, the horse takes us to another area, where we can pick up a wooden bucket near a ruined well.  We can also ride the horse at ground level into some areas, but not all, so we will eventually need to dismount.


      This games Machine Room has orange, red and blue buttons, and a candle found in a small cave is actually a stick of TNT upon closer examination.  We can push the buttons in the Machine Room, they glow but any other impact is unclear.

      RPG-style, we have some resource constraints to worry about.  We start getting thirsty at 99 moves, and hungry at around 200 moves.  We also have limited air underwater, and the lantern does run out or power eventually.


      The Endless Stairway off of the Paint Room seems to be truly infinite, but it obviously tracks the number of moves weve made -- to return to the top, we have to go back UP as many times as weve gone DOWN.  We can only actually reach the Foot of Endless Stair location via another route.

      The mischievous Imp may appear and steal a treasure (or any other item that we have taken from its original location and dropped elsewhere), putting it back where it was originally found or randomly leaving it in a nearby room.  This can be prevented, however.

      The Witchs Cave has an old crone stirring a pot of a bubbling brew.  Theres no TALK or ASK verb here, though, so we cant really interact with her; YELL is available but not interesting.

      The Dead End off of the Dragons Lair contains a crate and an invoice, directed to the Witchs Cave, for One live basilisk, 20 gp, plus Kings Tax, 2 gp.  The Dragon guards a painting.

      The Mirror Room is a little more elaborate than the one in ZORK I.  Light bounces around mirrors in an apparatus then vanishes into a hole in the floor, apparently fueling something down there with "a dimly flickering red glow."  Theres a silver key here, which unlocks the door to the north of the Large Cavern.  But opening the door causes the boulder above to fall, squashing us flat. Hmmmm.  We can visit the boulder in the Overview room up above, and try to blow it up with the "candle," but after doing so we cant get back that way, as the passage is blocked by rubble.  As it turns out, we can do this almost anywhere, closing off nearby pathways.  And doing so in the Overview doesnt actually blow up the boulder; its still completely intact and lethal as seen from below, so thats not the right thing to do.


      If we bring the crate to the witch, she opens it and puts the basilisk into her stew.  Hmmm.  If we try to OPEN CRATE ourselves, it proves fatal, due to the basilisk, but we can see that its wearing a gold coronet before we die.  We cant go south from the Witchs Cave yet, as theres a magic barrier in the way.

      We can WASH FLUTE WITH WATER to remove the bat guano from the platinum flute found in a well-used bat habitat. 

      We can try to KILL SNAKE WITH DAGGER; it can be done, but its not easy.  I tried unsuccessfully to determine whether our chances improve with more experience; we cant kill it with the TNT candle either.  But in the Middle of the Garden it does NOT block the path as it does elsewhere.  All it does is prevent us from climbing the tree.

      We can CLIMB VINES from the Edge of Cliff to reach the South Garden, and vice-versa, avoiding the toll bridge altogether if we are careful about not soaking the lantern.

      If we drop the lit candle into the Mirror Rooms hole in the floor, a muffled explosion sounds and the mirrors shatter.  We cant open the crate with the TNT.

      We cant KILL DRAGON WITH DAGGER either.  Its only use seems to be in dispatching the snake, but its not all that useful there either.

      Some of the puzzles are obtuse, and some possible scenarios arent specifically handled.  The crystal trident apparently shimmers with all the colors of the rainbow, making me think it might be useful in mirror room, but it apparently is not.

      We cant ASK CURATOR ABOUT anything, but can SHOW [treasure] TO CURATOR to learn some history about each item.  This produced no useful clues on the items I tried, with the exception of the gold ring, which Makes its wearer invisible to demons.  This means we can wear it to avoid the imps, er, impishness.  And also means the game doesnt have to get too complicated in handling invisibility scenarios, since it only affects demons.  The curator provides no useful hints about the silver key.

      In the Large Cavern, where the boulder tends to fall on us if we try to open the door, closer examination reveals that theres a thin wire connecting the door knob to the boulder!  But cutting the wire with the dagger still causes it to fall and squash us.  I had to consult the walkthrough to learn that this event is randomized -- with luck (also known as SAVE and RESTORE)  it rolls down, lands inches away and does NOT bounce onto the player.



      Beyond the door is a small cave with an ermine robe on the floor.  Its a treasure.  So is the jeweled sword now found at the Overview where the boulder used to be.

      Having breached the walkthrough, I used it to learn that we can EXAMINE FLOWERS and SMELL LOTUS in the Flower Garden, which puts us to sleep briefly.  Hmmmm.  This suggests (correctly) that we can use it to put the bridge troll to sleep as well, and take the axe from his nearby Troll Hut.  Shown this item, the curator tells us that King Thorins "ghost will reward anyone who returns it to its rightful owner."

      I tried using the jeweled sword to kill the giant snake; success is still random, but it seems to be more straightforward than with the dagger.  We can now climb the tree and find an emerald in a birds nest.  (We can also play the platinum flute to put the snake to sleep, according to the walkthrough.)

      We can HIT THE DRAGON WITH THE SWORD, which doesnt injure or kill him but does annoy him; he follows us, eventually losing interest away from the Dragons Lair if weve navigated well enough to keep out of his way.  We have to avoid running into him again with the painting in hand, and we cant take the painting out via the water route, as it will get damaged, so to escape with this treasure we need to put the troll to sleep so we can cross his bridge.

      Consulting the walkthrough again, as I was running out of puzzles ideas, I found that I had completely missed a passage to the north out of the Dead End near the Dragons Lair.  Theres a cyclops skull here, with a ruby in its eye socket, projecting a red beam blocking further passage.  I tried to block the beam with various items, to no avail.

      The walkthrough did help me figure out what to do in the Mirror Room.  If we OPEN CRATE there (since my attempts to COVER EYES or CLOSE EYES were unsuccessful), the basilisk jumps out, kills itself with its own reflection, and shatters the mirrors in the process.  How these creatures ever manage to reproduce remains a mystery, but this action now leaves the gold coronet behind, and apparently turns the cyclops skull into dust?  Ah, interrupting the beam does that; this might be the same result I got (but could not assess) from dropping the TNT down the hole, but we need the explosives for another purpose, so this works out better.

      Beyond the cyclops skull is a dwarven area, with a Treasury (containing a diamond) and a tomb.  EXAMINE PICTURE in the Tomb depicts the deeds of King Thorin, and his death at the hands of a troll, with his axe being stolen (this seems an odd element to depict in a heroic painting, but...)  King Thorins body is in a coffin here; OPEN COFFIN summons his ghost, and PUT AXE IN COFFIN gives us the Kings permission to take the huge diamond from the Treasury.

      I had 11 treasures at this point, and 156 points scored with a couple of practically useful treasures not put in the case.  I was still missing quite a few treasures, it seems.  So with a renewed sense of purpose, and the walkthrough in hand, I set out to find the remaining 9 items.

      GET WATER doesnt work, but FILL BUCKET WITH WATER does.  We can THROW WATER AT WITCH to melt her, leaving her hat and broomstick behind.  But her invisible barrier persists.  Hmmmm.  The walkthrough indicates that we have quite a bit more to do here -- we must WAVE BROOMSTICK to clear the barrier, then explore the Storage Room (and pay attention to its only obvious exit clue) and open the coffin, grab the silver bell, and navigate to obtain a sapphire bracelet.  A flask in the witchs Spellroom contains a strength potion, though I never found a reason to use it.  The Purple Room has a sign reading The postman always rings twice, and ringing the bell twice opens a secret passage, which has nothing to do with the postman and is not much of a puzzle, really.

      A note in the Pentacle Room reads, "EDOC B ROB."  Entering the pentacle is not wise, it transports us to the Demon Realm where we are enslaved and the game is over.  Saying the magic word written conveniently on the ceiling (ZOPHIA) summons a demon, who finding us invisible to demons, leaves behind a tapestry, but would presumably do something more dire if we were not wearing the gold ring.

      At this point, I had 16 treasures stored in the case.  Just a few more to find.

      I definitely needed the walkthrough to learn that we can drop the TNT candle down a hole in the Frog Room to blast a pathway to another area to the south, the Cul-de-Sac, containing a sack, naturally, with some gems in it. 

      The note in the Pentacle Room turns out to be a cryptic clue about the machine room -- it reads BOR B CODE in reverse.  We need to PUSH BLUE, PUSH ORANGE, PUSH RED to reveal another secret room containing a chest.  The chest unlocks with the same silver key used earlier.

      Now we have collected all 20 treasures -- and theres no need for a final SCORE, because as soon as we put the last one in the case the curator appears and hands us a map to Legacy of The Necromancer: Part II, The Palace of the Necromancer:



      The Adventurers Museum is not a bad game at all -- its a quality effort, very Infocom-like with a solid parser and good prose.  Theres not much of a plot, just arbitrary puzzles and treasure hunting, but the same could be said of its obvious inspiration, the ZORK trilogy.  Its fairly difficult, too; without the walkthrough, I would have been stuck at several critical junctures. 

      Two more chapters await, but it will be a while before I get to the rest of the trilogy.
      Read more »

      Friday, April 3, 2015

      Download Tomb Raider 6 The Angel of Darkness Free PC Game

      Download Tomb Raider 6 The Angel of Darkness Free PC Game
      Download Tomb Raider 6 The Angel of Darkness-Free PC Game-Full Version

      Tomb Raider 6 The Angel of Darkness starts in London, when a warmed discussion between Lara Croft and her tutor finishes with a dangerous perspective the old man is murdered, and since Lara is the only one existing at the landscape, she usually spends the first aspect of the experience eluding the regulators, who believe she did it. As Lara seriously queries for solutions to why her tutor might have been murdered, she becomes progressively conscious that a well known murderer appear to be following their every move her wherever she goes, making you to wonder whether she is indeed the reason for the criminal activity in some way.

      System Requirements:

      System: Pentium 3 CPU 733 MHz
      RAM: 128 MB
      Video Memory: 32 MB
      Size: 420.3 MB
       OS: Windows 98, 2000, ME, X P, Vista, 7 and Windows 8






      Download Tomb Raider 6 The Angel of Darkness Free PC Game 

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      Read more »

      18 Wheels of Steel Haulin Highlycompressed 336MB PC

      18 Wheels of Steel Haulin Highlycompressed 336MB PC

      Haul Some! Kick Some!

      Life on the road is filled with obstacles. Do you have the juice to go from gearjammer to boss man in the trucking business? Climb in the can and find out!

      Youre steering the whole operation, from choosing the trucks to hiring the drivers in your fleet. Avoid the hazards and youll be hauling it in. But, make too many wrong turns along the way and it could be a lost cause.

      That fire in your belly is gonna take you straight to the top. Take risks, cash in and upgrade your rig. Work hard and you might end up driving the whole show!

      System requirements:
      Windows 98/ME/2000/XP
      Pentium 4 1.4 Ghz or 100% compatible
      256 MB RAM
      540 MB HD Space
      64 MB DirectX/Direct3D and T&L compatible video accelerator card
      DirectX 9.0c or later
      DirectX compatible sound card
      Mouse
      CR-Rom drive
                                                             DOWNLOAD
      Read more »

      Tuesday, March 31, 2015

      Blood of the Werewolf Crack

      Download Blood of the Werewolf

      Download Blood of the Werewolf Full ISO - Experience a rich, in-depth Story Mode featuring 30+ creatures, 15 button-grinding levels to master and five heart-pounding boss arenas. Blood of the Werewolf takes players on a ruthless journey of revenge through fifteen levels of white knuckle platforming action while taking on hordes of creaturesand five iconic monster-movie bosses... Blood of the Werewolf Full PC game, Blood of the Werewolf Free Download game PC. Blood of the Werewolf Original games.

      Recommended System:

      OS: Win7, Win 8, Win Vista, Windows XP, Win8.1
      Processor: Intel Dual Core (or higger)
      Memory: 4 GB RAM
      Graphics: Nvidia Geforce 560 Ti (or ATI equivalent) + DirectX Release
      Network: Broadband Internet connection if online player
      Hard Drive: 4 GB available space
      Sound Card: Any compatible soundcard
      Size game : 3 Part

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      Status | Tested & Played (Windows 7)
      Read more »

      Saturday, March 28, 2015

      The Hound of the Baskervilles

      download The Hound of the BaskervillesSherlock Holmes and the Hound of the Baskervilles Collectors Edition is a great hidden object casual game by Big Fish Games.

      Charles Baskerville is the latest victim of a centuries-old curse! Now, Henry Baskerville needs Sherlock Holmes’ help to break the curse, before another murder occurs!

      Travel to legendary Baskerville Hall, and figure out exactly what is going on, and what the mysterious Hound of the Baskervilles is after. Crack the case in this incredible Hidden Object Puzzle Adventure game, Sherlock Holmes – Hound of the Baskervilles!

      download Sherlock Holmes gamesThis is a special Collectors Edition release full of exclusive extras you won’t find in the standard version: Wonderful wallpapers, bonus gameplay and exclusive Book of Mysteries.

      Download The Hound of the Baskervilles collectors edition

      System Requirements:
      * OS: Windows XP/Vista
      * CPU: 1.6 GHz
      * RAM: 512 MB
      * DirectX: 9.0
      * Hard Drive: 377 MB

      More Adventure games
      Read more »

      Monday, March 23, 2015

      Governor Of Poker





      Win all your games in your hometown and then the whole of Texas to become the Governor of Poker!
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      Tuesday, March 17, 2015

      Best Price Birth of an Idea Design Skin Decal Sticker for the Playstation 3 PS3 SLIM Console

      The Benefits of Having Birth of an Idea Design Skin Decal Sticker for the Playstation 3 PS3 SLIM Console

      As we all know that right now we are in the era of technology, which means that there are lots of many kinds of product that will be easily done in no time such as Birth of an Idea Design Skin Decal Sticker for the Playstation 3 PS3 SLIM Console. Almost every product can be done with the great shape and also in the great quality and in the short time. They can multiply the product in the large quantity simply in the short time. Well, here are some benefits of having this product.

      First, as we all know that every human being must have some kind of needs that needs to be fulfill and the only way to do that is to have this Birth of an Idea Design Skin Decal Sticker for the Playstation 3 PS3 SLIM Console. With the great quality and also great shape and in the perfect combination color or motive, this can be one of the things that will fulfill your need that will not disappoint you. Even while having this product, you might as well get some kind of confidence.

      Besides the person who have Birth of an Idea Design Skin Decal Sticker for the Playstation 3 PS3 SLIM Console, there some other things that can get the benefit of having this kind of product. Let us just say that when you feel proud then people who support you will also feel the same. Just like a team who won champion in the competition, although they there are some people who are not playing, but still they are winners because they are a team. And still many more benefits that you can get if you have this product, so visit the link in order to find out what the other benefit of having this product.

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