Sunday, April 26, 2015
Metro 2033 The Last Refuge
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.
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!
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?
- Extract the file using Winrar. (Download Winrar)
- Open "The Path of Hercules" >> "Game" folder.
- 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 GameGame Size: 128 MB
Password: www.apunkagames.net
Tuesday, April 7, 2015
Screenshot of the Week 1 The Gold!
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| Im rich!!! |
Adventure of the Week 4K Adventure 1996

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!
The Adventure Gamer has a Sponsor!
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.







Monday, April 6, 2015
The Industry Slumps and Droops in 2011 But Will it Crash
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.
Adventure of the Week The Adventurers Museum 1989

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
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.
Sunday, April 5, 2015
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Saturday, April 4, 2015
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Friday, April 3, 2015
Download Tomb Raider 6 The Angel of Darkness Free PC Game

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



Password: www.muhammadniaz.net
Tuesday, March 31, 2015
Blood of the Werewolf Crack

Size game : 3 Part
Downloaded | Blood of the Werewolf Full Version


Baixar Spec Ops The Line 2012 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.
Saturday, March 28, 2015
Escape From The Trickster
Haunted The Trapped Soul Walkthrough
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!
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).

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.
