Showing posts with label the. Show all posts
Showing posts with label the. Show all posts

Sunday, April 26, 2015

Metro 2033 The Last Refuge


Description

Year 2033. Horrible Post-Apocalyptic world of 40000 people. They have been living in metro of a big ex-USSR city – Moscow, for 20 terrible years. Nuclear war destroyed their homeland. These people are the last representatives of mankind - human cycle of evolution nears its end, new species (very ugly) appear on the surface of the Earth and deep inside of metro. Some people inside the metro still remember happy years before THAT DAY and they still believe that one day they will return up to the surface. What’s present is a very heavy psychological atmosphere: small children who will never see sky, old people who still remember the PAST times, and young men and women who fight for their world, for their children. Each station became a country, with its government, army, borders and many other things from the past. Firearms cartridges serve as currency. This small dying world is a precise copy of the past big world. Do these humans have future or we are doomed for extinction? Maybe answers can be found on the surface, or in deep secret military underground laboratories. Who knows?

Features

  • Location – post-apocalyptic Moscow, the life of humanity gleams in metro (subway) tunnels, and the stations turned into small states with different political regimes.
  • Variety of gameplay styles – possibility to play as a heavy strike fighter, as an inconspicuous killer.
  • A player, who attentively follows the events in the game world, will find out ways to influence the advance of the plot and may reach the non-standard end. Besides the basic plot, there is a variety of non-obligatory tasks.
  • In station-cities it is possible to meet as fighters, as peaceful citizens and the station lives its own life independent from player.
  • The high-level AI empowered to model the NPC behaviour in close combat similar to real people actions. The enemies may conduct simple and aimed fire, avoid line of fire, hide in covers, ambush and attack suddenly, call for help, and mention a character hidden in shadow.
  • A number of various anomalies: gravitation distortion, energy clot (looking at some of which the character may perish), intelligent immaterial images, which punish with death for any aggression at their presence and many other, the role of which will be discovered only before the game release.
  • Ammo-money. Fire off money or be economic, use tactics.
  • Variety of mini games.
    Unique machinery of new world: trolleys which act as armored personal carriers, weaponry made from remains, with only few abilities compared to originals.
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Star Ocean The Last Hope International



Star Ocean: The Last Hope International is the newest RPG from Square Enix brings all the hallmarks of Star Ocean — an incredible story, intense graphics, and real-time battle action — to the PlayStation 3. The year is SD 10. Following World War III, humanity voyages into the stars in search of a new home�cand a second chance. What they discover instead a terrible threat. Now, mankind must fight for a new home in the great Star Ocean!
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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
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      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 »

      The Adventure Gamer has a Sponsor!

      The Adventure Gamer has a sponsor! Thats right, our very own Lars-Erik has offered to sponsor The Adventure Gamer blog by funding game prizes. Its an incredibly generous thing to do, and Ive questioned him several times to make sure I wasnt misinterpreting his selfless offer. So how will it work?

      Instead of just receiving 10 CAPs for correctly guessing the PISSED rating I will dish out to a game, from now on winners will receive 10 CAPs plus the next game on the list that is available to gift on any of the major distribution platforms (such as GOG and Steam). So, whoever is the first to correctly predict the PISSED rating I will give to Zak McKracken will get 10 CAPs plus the Quest for Glory collection from GOG (unless someone can find a giftable copy of Chamber of the Sci-Mutant Priestess or Codename: ICEMAN). If that same person happens to be the closest predictor for any other games prior to me reaching Heros Quest, they will receive an increasing number of CAPs and the game prize will go to the next closest predictor. Taking this further, whoever predicts the PISSED rating of Heros Quest will get 10 CAPs plus a copy of Indiana Jones and the Last Crusade from Steam, and so on.


      Quest for Glory 1 to 5 for free! - I think I might even make a prediction myself! ;)

      While Lars-Erik has not suggested he wants anything in return for this incredible offer, Ill be giving him 20 CAPs for every game he gifts. Weve agreed that this sponsorship will run until I reach the end of 1989, and well take a view at that stage as to how we proceed from there. Please join me in thanking Lars-Erik!

      Speaking of celebrations, I thought I would share some of the celebratory beverages that were raised when the blog reached 100000 views a couple of weeks ago. Thanks to everyone that participated, and Im going to keep telling myself that your toasts had more to do with your enjoyment of the blog than the CAPs I offered in return. Cheers!


      Alfred n the Fettuc was among the more health conscious drinkers


      Andy Panthro joined in with one of the better named beers out there. Hell Beck!


      My personal favourite entry was Canageeks laboratory ethonol. I assume you didnt drink that!


      My attempt at Finnish translation tells me Ilmari enjoyed a nice glass of "essence of cow"


      Lars-Erik displayed true class with a lovely drop of Italian red wine


      Ever the professional, MacDuff drank only water while tracking down Jessie Bains


      Tk surprised me with Tuatara brew from New Zealand


      Zenic Reverie joined in the celebration, but went for a sports drink due to being a bit under the weather

      Ill have to think about how we celebrate the next milestone, which I think will be held at the 250,000 view mark. In the meantime, its time to move on to Zak McKracken and the Alien Mindbenders!
      Read more »

      Monday, April 6, 2015

      The Industry Slumps and Droops in 2011 But Will it Crash

      Much of what I write about video and computer game history runs into a certain gap in the mid-1980s, when the hobby simply disappeared from commercial viability for a few years.  Consoles, games, magazines and entire companies vanished seemingly overnight, and it wasnt until Nintendo disguised its new console as a toy, thanks to R.O.B. the Robotic Operating Buddy, and sold millions of copies of Super Mario Bros. that most retailers realized there was still a hungry market out there.

      Since that time, the industry has matured and stabilized, but it still has its ups and downs.  Recent sales numbers in the game industry have been disappointing -- Julys sales (as reported by NPD) are the lowest year-to-year since July of 2006, and publicly-traded videogame-related stocks are being hit even harder than most by recent market volatility.  (July is always a slow month in the industry; it wouldnt be fair to compare July 2011 to, say, December 2010, but a comparison to July five years ago is a fair and worrisome measure.)

      Since that fabled 80s crash, weve become accustomed a certain cycle -- this recent drop in sales looks like what normally happens during a console transition to the next generation.  Back in 2006, the XBox 360 was still finding its footing and the PS3 and Wii were due to come out for the holidays -- the industry always tends to slow down as gamers hold off buying new games and save up for a new console and all the games, controllers, memory cards, and other gewgaws that go with it.

      But that cycle is not whats happening at the moment, which raises some interesting questions.  Is there simply a five-year "newness" cycle, where excitement about a new platform drives a certain amount of excess purchasing, and then dies down slowly as time goes on, jumping back up when the novelty is restored?  I know I personally tend to buy more games for a new console than for one Ive had for a while; Ill update games in favorite categories, and look forward to (ostensibly) improved sequels.  Over time, once I have a library established, I will become more discriminating and patient, and begrudgingly recognize the launch lineups glaring weaknesses, but when a system is new and exciting I want to have something to play on it.

      The recent drop in sales is being officially attributed in some quarters to a lack of new major titles, which can certainly have an impact -- conditions are expected to improve in the fall as big Christmas titles start to roll out.  But even factoring that in, the numbers look significant at the moment, with a 17% drop in games and a 29% drop in hardware sales between July 2010 and July 2011.  So there may also be a saturation factor involved here -- most of the people interested in a new console circa 2005/2006 have probably bought one.

      So this sales slump appears to be genuine, and may have a real impact on the industry.  I expect that some struggling companies may go under during the lean times ahead -- for example, THQ Interactive reported a quarterly loss of $0.94 per share in July, after a brief return to profitability in the previous two quarters, and may not be able to withstand a general market downturn.  Some companies have faltered creatively in recent years, and the investment required to capitalize on the next console cycle is likely to be significant, as even Nintendo moves to the HD standard and the additional horsepower will require yet more development investment in audiovisuals. 

      But I dont think were headed for another crash -- while a shakeout may be due, and some belt-tightening is likely in order, and we may not see as many games released, or many creative risks being taken, I suspect that Nintendo, Sony, Microsoft, EA, Ubisoft, and the other majors will survive just fine, and that small niche publishers who know their audiences well will muddle through successfully as well.  The video game audience of 2011 is much broader, and older, with deeper pockets than was the case in 1983.  And small independent developers, as well as talent-rich but financially struggling companies like Double Fine, continue to surprise and delight us with small, inexpensive downloadable games that were not part of the picture in decades past.

      As long as there is something of quality to play, I suspect we gamers will be ready to buy.  And if the market slows down, Ill take the time to catch up on some old classics, always looking forward to whatever comes next.

      Read more »

      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 »

      Sunday, April 5, 2015

      Cut the Rope Time Travel HD v 1 4 2 IPA For iPad iPhone iPod Free Download

      Features Of Cut the Rope: Time Travel HD v 1.4.2 (.IPA) For iPad:

      • Cut the Rope: Time Travel HD v 1.4.2 (.IPA) For iPad v 1.4.2 (.IPA) For iPhone Great HD Display.
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      • Download Cut the Rope: Time Travel HD IPA Free For iPhone, iPad, iPod Touch.
      • (Note)Please inform us if Links are not Working in Comment section we will Change The links Thanks.

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      iAPLogger Is a Platform Where every body can download all (IPA) Games For iPhone, iPod, iPad, iPod Touch, for free.Download Cut the Rope: Time Travel HD Game for iPhone For Free. Start Download Cut the Rope: Time Travel HD Game By opening The download Links.Download All other Games By exploring The Website.
      Read more »

      Saturday, April 4, 2015

      Download Finding The Milu King jar Java Games

      Finding The Milu King .jar
      Download Catagory
       Name: Finding The Milu King .jar
       Type: Java Games.
       Catagory: Action Games.
       Supported: Java supported phone.
       Size: 584 KB.
       Download: Click Here To Download.
       Keywords: java games, java action games, java fight game, java hit games, java king game.
      Read more »

      The Sorcerer and the White Snake Movie 2011 With English Subtitles

      The Sorcerer and the White Snake Movie (2011) RipDvd Mediafire With English Subtitles, Full Movie
      Plot: Description: Action director Ching Siu-Tung helms this fantasy film based on an old Chinese legend about an

      herbalist who falls in love with a thousand-year-old White Snake disguised as a woman. Jet Li stars as a sorcerer who

      discovers her true identity and battles to save the mans soul.

      Related Posts :

      Download The Elder Scrolls III: Morrowind GoTY Edition ...

      File: The.Sorcerer.and.the.White.Snake.2011.480p.BRRip.X viD.AC3-NYDIC.avi
      Size: 1557305344 bytes (1.45 GiB), duration: 01:42:08, avg.bitrate: 2033 kb/s
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      THE ULTIMATE GUIDE TO FREE UP STORAGE ON YOUR ANDROID

      android-storage
      Smartphones and tablets are excellent multi-purpose tools. However, they aren’t perfect. The two main concerns with mobile devices are battery and storage space. We tried to make your battery drains less painful with simple tips to extend your battery life.
      Now it’s time for a guide on how to free up disk storage on your Android. Read it carefully: an overloaded smartphone may affect performance and shorten your battery life. Let’s make it run as smoothly as on the unboxing day.

      1. Visualize Disk Usage

      First things first: diagnosis. You must know which apps and data are using the most space on your Android device in order to take action. You can analyze your disk usage in two different ways.
      First, by using third-party apps like Disk & Storage Analyzer (download – full Review), which provides useful information about disk usage, but also about apps usage (which is paramount to decide which apps to uninstall).
      Or… you can use the built-in Android storage feature, which falls short on sorting and filtering. However, it’s still a great tool to visualize your disk storage status and free up space.

      Steps: Go to System Settings > Scroll down to Storage > Tap section to see details

      From there, you can easily uninstall apps, clear the cache, removes files from the “download” folder, and find out if you need one of the cloud-based storage services we mention below.
      storage-android

      2. Uninstall apps, clear data & cache

      Identify apps you barely use and uninstall them. Follow these steps to do it correctly.
      Cache and data are tricky. Some would say you must clear them at once, easy as pie. But it’s not that simple.
      Some apps download extra data and generate cache as you use them. At first, they may only use a few MB, but as time goes by, they can take up a big amount of space. Unless you don’t care about accidentally getting rid of saved games or downloaded articles, our recommendation is to remove cache and data from apps one-by-one. That way you can make sure you won’t delete data you care about.
      But, if you are looking for an app which simplifies this cleaning up process, you should take a look at Clean Master (download – full review), an all-in-one cleaning app.
      trash-bin-history

      3. The cloud, your virtual box room

      Remember your mother’s obsession to pack everything and put it into the boxroom? That was the way to keep the house tidied up and clean. What works for houses works also for your mobile device.
      There are excellent services that offer virtual box rooms in the cloud. There’s no need to keep your photos, videos, and music physically in your Android, using disk space you need for apps to run properly. Back them up in the cloud, and they’ll always be accessible.

      Photos, videos and other files

      There are several storage services with official apps you can set to automatically backup your files to the cloud.
      mega-box-amazon-drive-dropbox-skydrive
      If the sheer amount of free space is most important, MEGA (download – full review) is probably your best option: get 50GB just for signing up.
      Otherwise, if you are a dedicated Googler and you already use Gmail, G+ and Picasa, you should consider Drive (download – full review) as your main cloud storage service, due to its integration with those services.
      Dropbox (download – full review) is still the most well-known in the field, and that’s not a coincidence: ease of use, a referral system, and high compatibility with third-party apps account for it.
      Box (download – full review) and Microsoft OneDrive (download – full review) are other alternatives you should also take into account.

      Music

      Of course, you can also backup all the music stored on your Android SDcard to the cloud storage services mentioned above. However, some of them don’t include a built-in music player, since they weren’t developed to play music but to store files.
      google-play-music
      No sweat, there’s an app for that. Well, multiple apps, actually. One of the best options is Google Play Music (download - full review). You can sync your tracks from desktop or mobile platforms to the cloud an access them from any device. You can either listen to them over WiFi or 3G or make them available offline (but it’ll use disk storage).
      Google Play Music is a good choice for those who already have a huge music library they want to keep. If you aren’t into owning music but rather streaming it, Spotify(download – full review) is a top-notch service for sure, and its mobile app has recently gone free.

      4. Move apps and media to SDcard automatically

      Your device’s performance is mainly affected by low available storage in your internal card. There are some files you cannot backup to the cloud though. For example, apps. After downloading them, apps are automatically installed in your internal storage. However, some of them (the ones that don’t use widgets or other Android built-in features) can be moved to your SDcard.
      Clean Master (download - full review) can also help you carry out that task by identifying apps that can be moved to the external SDcard, and it can even move them automatically when any of those apps are installed.
      clean-master
      In addition, you can set photos and videos taken from your camera to save to the SDcard automatically. That was a built-in Android feature until Kit Kat. Now, users must download a third-party app to do so – for example, Camera MX (download –full review).

      5. Add more external storage

      Finally, a hardware solution: upgrade your physical space with an external SDcard. Yes, it’s probably the most expensive solution (although prices are constantly coming down). And yes, some devices don’t have a slot for an external SDcard. However, if you can afford it, and you still don’t have enough with the tips above, you can always take the hardware option!
      microsd-32

      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 »

      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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      Gameplay Blood of the Werewolf
      Status | Tested & Played (Windows 7)
      Read more »

      Baixar Spec Ops The Line 2012 torrent

      Spec Ops The Line [2012] download torrent:

      Download Magnet torrent







      Descrição:


      Esqueça a imagem paradisíaca que você tem de Dubai, pois ela não está mais lá. Ao menos não em Spec Ops: The Line, o novo jogo de tiro em terceira pessoa com cenários pós-apocalípticos, desenvolvido pela Yager e publicado por ninguém menos que a 2K Games.

      Ficha Tecnica:

      Categoria: Ação FPS
      Fabricante: Yager / 2k Games
      Multiplayers: Não Nº Jogadores: 1
      Sistema Operacional: Win XP/Vista/Seven
      Idioma(s): Ingles
      Ano de Lançamento: 2012
      Quantidade de DVD(s): 1
      Tamanho: 6.86GB
      Release: Spec.Ops.The.Line-SKIDROW

      Requisitos Mínimos:

      OS: Windows XP SP3
      Software: Steam Client
      Processor: Intel Core 2 Duo @ 2GHz / AMD Athlon 64 X2 Equivalent
      Memory: 2 GB RAM
      Hard Drive: 6 GB free
      Video Memory: 256 MB
      Video Card: NVIDIA GeForce 7900 GS/ ATI Radeon HD 2600XT
      Sound Card: DirectX Compatible

      Requisitos Recomendados: 

      OS: Windows Vista/7
      Software: Steam Client
      Processor: 2.4 GHz Quad Core processor
      Memory: 3 GB RAM
      Hard Drive: 10 GB free
      Video Memory: 512+ MB
      Video Card: NVIDIA GeForce 9800 GTX/ATI Radeon HD 4850
      Sound Card: DirectX Compatible

      Instalação:

      1. Montar o ISO com o daemon tools e instalar.
      2. Copiar todos os arquivos da pasta SKIDROW para a pasta do jogo.
      3. Utilizar o Launcher.exe que esta na pasta do crack para escolher o idioma.
      4. Jogue o jogo.
      Read more »

      Saturday, March 28, 2015

      Escape From The Trickster

      Escape From The Trickster is new room escaping game by 123Bee. Knowing this, you went to your partner’s house to meet him. But he trickily locked you in his house and rushing to airport to escape from the city. Are you going to lag in this house or rush to capture him? Have fun.


      Escape From The Trickster Walkthrough

      Read more »

      Haunted The Trapped Soul Walkthrough

      Walkthrough for the new escape the room game Haunted The Trapped Soul.

      After hitting some.. creature.. you wake up at a strange place.. Nothing around you, but only that ghostly abandoned house.. Play this adventure game, packed with creepy puzzles, to find out.
      Good Luck!

      Play Haunted The Trapped Soul

      Haunted The Trapped Soul Walkthrough

      Enter to the house, take the cable, install the cable to a electrical plug.
      Out of home, advanced to the door, turn left an you will look a generator.

      Plug the other cable to the generator.
      Turn on the generator, there are instructions on the left.(the combinations are grey, red, grey, grey, red, grey).

      Haunted The Trapped Soul Walkthrough

      The missing screw symbolize red marks, and the others was grey, Adjust the generator button with that sequences, and the generator will turn on.

      Enter to the house and then turn on lights.

      Turn left, on book shelves there is crowbar to be taken, and also a postcard.

      Chair can be driven close to the bookshelves. Once encouraged, will show the arrow pointing to the top of the rack. There is a plate there.

      Surface of the table can be clicked, there is a handkerchief, 1 page diary and birthday photo of mikis mother.

      In the right corner cupboard, there are boxes. Near the boxes can be clicked. You can find a battery in there. And the Dust can be removed using your handkerchief.

      After the dust cleared, the table can be driven with the crowbar, then you will find a safe-deposit box.

      Code to open the safe-deposit box is the missing number at the time you clean the dust before: 2, 4 and 5.

      In that safe-deposit box you can find the key to enter the next room, and a diary page.

      Turn right 2 times, you can find a flashlight behind the broom. Then use the key you found earlier to enter the next room.

      Under the blanket you can find a diary page. Cabinet in the wall can be opened, there are a battery and a 1 page diary.

      Turn left, open the wardrobe and in it there is a note of poetry black sheep of mother goose and a padlock.

      To open the padlock, you must press the buttons. key number 1 to represent the letter a, the key number 2 to represent the letter f, and so on. code to open the padlock is padlock.

      In it, there is a plate and 1 page diary

      Turn left, there are 2 doors, the door on the left to return to the previous room, and a door on the right to go to bathroom.

      Click the right door. In the bathroom, click the sink, there are a screwdriver and oil.

      Click the bathup, Open all of the screw on the plate using a screwdriver. Open the plate, there is one page diary.

      Click the toilet, click on the top, open the cover provision of water closet, in it there is a key. Exit the bathroom, turn left, at the top of the bookcase there is a one-page diary.

      Click the piano, open the cover on the top left, enter the two batteries to them. Turn on piano by pressing the red button on the right. Piano lamp will be changed to red, indicates the piano is ready for use. The piano code is located on the calendar on the wall.

      The scratch is indicated the date 11, 5, 27, 14, 1, 16, and 10. Press keys on the piano in order that.

      And the cover on the battery will be open and there is a key again. Behind the bed, under the window, there is a tape

      Turn right, and back to the first room. Click the clock. the clockwise has been rusted, so we must give the oil on that clock to able rotating the clockwise.

      The clock code is on the blacksheep poetry that we found earlier.

      Press the note button on the bottom to view the blacksheep poetry again. there is code written on that, the longest needle is belong to 1, the shortest needle belong to 7 and the thin needle is belong to 2.

      Then a key will appear. Take the key, and an instructions will appear for the plate.


      According to the instructions, plate must be combined before.


      Press the combine button on the bottom to combine both of them. Once combined, we will have one solid plate.

      Re-entry to the second room, place the plate that has been combined on the top of the chair.


      Instructions in the note is "the oldest come first" this means that the plate must be moved according to zodiac, sequence from the oldest to the youngest, from the father, mother and the last Miki.
      If you forget the sign of zodiac you can see it in a bin near the toilet at the bath room.

      the fathers Birthday can be found in the postcard, which coincided with Christmas dec 25, capricorn. mothers Birthday can be found in the picture 4 sept, virgo.
      Mikis birthday can be found in the diary, dated March 6, pisces.

      Move the plate in order to that zodiac, capricorn, virgo and the last pisces, the plate will be shining.

      After the plate is shining, in accordance with the instructions, turn off the lights.

      Turn right, to the wardrobe. Click on the plate over the chair, and Solarise plate with flashlight

      Then the map will appear. you can see a room was hidden behind a wardrobe.

      Turn on lights, wardrobe can be moved using a crowbar. At the entrance of the alley there is a diary page.

      Into the alley, there are a skull. Take a rib bone from the rib of the corpse.

      In the corpses pocket there is one page of a diary. after that find a note of poetry little boy blue under the foot corpse.

      Open the tree padlock on the door with three keys that youve found. but dont enter the door!

      click on the head of the corpse, then the head will fall. Behind the head there is a electrical plug. plug the tape to the electrical plug, and click to zoom the tape. and then click the black button to play the cassette.

      The tape contain blacksheep poetry that sung by mikis father. His father often sing that song to make him calm down. after, you can enter the room.

      Take the lace and the chopper at the bottom left corner of the room.
      chopper is in the toop of a plate.

      Combine the three objects, the rib, lace, and the chopper, and youll have a hatchet.

      Miki will awake and attack after the blacksheep song finished, so you must hit him by your hatchet.

      Tipping Point My First Christmas Escape Escape da House Locked Inside Morningstar
      Read more »