Sunday, April 26, 2015
Monument Builders 9 Cologne

Minimum System Requirements
- OS: Windows XP/Vista/7
- CPU: Pentium 4 @ 1.4 GHz Processor
- RAM: 512 MB
- Hard Drive: 350 MB Free
- Video Memory: 32 MB
- Sound Card: DirectX Compatible
- DirectX: 9.0
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Monument Builders 9 - Cologne" >> "Game" folder.
- Then double click on "MB_Cologne" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Monument Builders 9: Cologne Free Download
Click Here to Download This GameGame Size: 158 MB
Password: www.apunkagames.net
Left 4 Dead 2 The Passing
Description
The first Game Add-on brings the original "Left 4 Dead" survivors down south for a meeting with the "Left 4 Dead 2" cast, while delivering new single-player, multiplayer and co-operative gameplay, exclusively for Xbox 360 and PC. Targeting an early spring release, "Left 4 Dead 2: The Passing" will include new co-operative campaign and associated narrative and new arenas for Survival, Versus and Scavenge modes, and introduce a new co-operative challenge mode.
system requirements:
Core 2 Duo 2.4 GHz, 1 GB RAM, graphic card GeForce 7600 or better, 7.5 GB HDD, Windows XP/Vista/7.
Relic Rescue

Minimum System Requirements
- OS: Windows XP/Vista/7
- CPU: Pentium 4 @ 1.0 GHz Processor
- RAM: 1 GB
- Hard Drive: 170 MB Free
- Video Memory: 32 MB
- Sound Card: DirectX Compatible
- DirectX: 9.0c
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Relic Rescue" >> "Game" folder.
- Then double click on "launcher" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Relic Rescue Free Download
Click Here to Download This GameGame Size: 145 MB
Password: www.apunkagames.net
Gear Grinder

Minimum System Requirements
- OS: Windows XP/2000/Vista/7
- CPU: Pentium 4/Athlon XP 2.5 MHz Processor
- RAM: 512 MB
- Hard Drive: 2 GB Free
- Video Memory: 128 MB
- Sound Card: DirectX Compatible
- DirectX: 9.0c
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Gear Grinder" >> "Game" folder.
- Then double click on "GearGrinder" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Gear Grinder Free Download
Click Here to Download This GameGame Size: 540 MB
Password: www.apunkagames.net
Peggle Nights Deluxe

Minimum System Requirements
- OS: Windows 2000/XP/Vista/7
- CPU: Pentium 3 @ 800 MHz Processor
- RAM: 256 MB
- Hard Drive: 50 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 "Peggle Nights Deluxe" folder, double click on "Setup" and install it.
- After installation complete, go to the folder where you install the game.
- Open folder, double click on "PeggleNights" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Peggle Nights Deluxe Free Download
Click Here to Download This GameGame Size: 25 MB
Password: www.apunkagames.net
Alter Ego

South England, 1894
In the town of Plymouth the body of recently buried Sir William disappears under strange circumstances. This peculiar news would not stir such tremendous public interest if it was not Sir William himself. He was investigated several times during his life and although the police never managed to press charges against him, scary legends about his bloody crimes live on among the town people. There were only a few left who were willing to serve him and were brave enough to stand the look at his lifeless face. And most of them run away in horror after his death and series of murders that followed it. Police are helpless and not able to move forward with the case. The town is thrown into a state of panic and fear.
Young ordinary thief Timothy gets utterly unwittingly involved in these events. His arrival is characteristic enough already - he came as a black passenger on a ship and was brought into the town in handcuffs. But Timothy has completely different plans. He dreams of getting to America where he wants to start a new life. But the mysterious destiny will soon make him – and not only him - realize how winding its paths can be...
Playable Characters of the story:
Timothy Moor – Innocent with a soul of a thief who grew up on the street and never had an easy life. He lies and cheats - yet is he a faithful friend. His pleasant smile hides his dark side and he often abuses trust of the fair sex. He does not hesitate to rob a blind violinist but when the need may be he is able to risk his own life to save a friend or a stranger woman in distress.
He despises police and he always stays where the law cannot reach him. His overgrown self-confidence and a unfortunate concurrence of circumstances throw him in jail and his dreams about his journey to America are quickly turning into dust…
Detective Bristol – An English gentleman, the personification of law and hard-edged justice. Systematically rigorous, at first look calm and principled. He is investigating the circumstances under which Sir Williams’s body disappeared from the cemetery but refuses to believe in the existence of a monster. Yet the everyday news about increasingly brutal murders take the firm ground from under his feet away. Soon he faces big decision - how far is he able to go in abandoning his principles in order to solve the case…?
Jungle Shooter Mosquito Attack from Zombie Island

Minimum System Requirements
- OS: Windows 98/ME/2000/XP/7
- CPU: Pentium III @ 1.0 GHz Processor
- RAM: 256 MB
- Hard Drive: 200 MB Free
- Video Memory: 64 MB
- Sound Card: DirectX Compatible
- DirectX: 8.0
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Jungle Shooter - MAFZI" folder, double click on "JS_setup" and install it.
- After installation complete, go to the folder where you install the game.
- Open folder, double click on "Jungle Shooter" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Jungle Shooter: Mosquito Attack from Zombie Island Free Download
Click Here to Download This GameGame Size: 130 MB
Password: www.apunkagames.net
Bridge Constructor

Minimum System Requirements
- OS: Windows XP/Vista/7
- CPU: Pentium 4 @ 1.8 GHz Processor
- RAM: 1 GB
- Hard Drive: 80 MB Free
- Video Memory: 128 MB
- Sound Card: DirectX Compatible
- DirectX: 9.0
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Bridge Constructor" folder, double click on "Setup" and install it.
- After installation complete, go to the folder where you install the game.
- Open folder, double click on "BridgeConstructor" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Bridge Constructor Free Download
Click Here to Download This GameGame Size: 60 MB
Password: www.apunkagames.net
Hysteria Hospital Emergency Ward
Description
At Hysteria Hospital, life will prove to be a manic challenge. Players will have several levels of the hospital to navigate, and they will have to reach desperate patients and demanding doctors within a set period of time. The frenzy inside the hospital will increase as the game progresses with more and more demanding patients desperate to be cured!
Features
Main Characters:
Nurse: The nurse is the central element in this game and is responsible for almost everything in the hospital. As a nurse, players run around all different triages with prescriptions, X-rays and diagnoses, get the treatments from the pharmacy and administer them to patients.
Patients: There are several kinds of patients with different diseases that require different triages and different treatments. Whenever the patients go through the triages and use the different treatments available, their bill will increase. If they are treated, their insurance company will pay the hospital bill. Types of patients include: Man, Woman, Woman with child, Old man, Old woman, and Stretcher with man/woman. Stretchers with patients start off with very low health, and for this reason they should be immediately directed to the correct treatment.
Pharmacist: The pharmacist delivers the available treatment: bandages, pills, serums, etc. These should then be administered to the respective patient so that the treatment can be completed.
Monday, April 13, 2015
Various Male Button Ups Recolors by Sims4Sweatshop






Kariéra Astronaut a dovednosti s tím spojené






Books Wallpaper by Waterwoman

JorghaHaq Viking Braids Converted for Males


Tuesday, April 7, 2015
Adventure of the Week The Blackwell Legacy 2006
Lately, Ive been playing some recent retro-style point-and-click graphic adventures published by indie studio Wadjet Eye Games for the PC. Generally I try to give a game at least five years on the market before I cover it as an Adventure of the Week, as I tend to go heavy on the spoilers -- but as it turns out, Dave Gilberts The Blackwell Legacy has already been around long enough to qualify. Its been a successful title, launching a series thats currently up to four games, and its now available to a wider audience on Steam. Its also one of the finest recent graphic adventures Ive played, bringing a fresh aesthetic to the tried-and-true format, so Im pleased to be sharing it with you this week.

While Ive written about several of the Sierra graphical adventures, I havent yet covered any of the classic Lucasarts games in detail -- I will get around to them eventually, I promise. The Blackwell Legacy runs on the freeware Adventure Game Studio engine created by Chris Jones, and its interface hews fairly closely to the later Lucasarts standard. There are no onscreen verb/noun lists; actions are generally limited to looking at an object or doing the obvious with it, and the gameplay is heavy on the conversation trees, often using dialogue options to initiate physical action. Its rendered in classic low-res VGA imagery, though there are some nifty modern transparency effects; the AGS engine allows some filtering and interpolation if you prefer the artificially-refined look. The game also includes a couple of in-engine commentaries by the designer -- one from 2006, with updates added in 2011 for the games recent relaunch, and both are worth listening to AFTER the game has been completed.
The story concerns a young, socially isolated writer named Rosangela Blackwell, struggling to get her career off the ground and dealing with the recent death of her long-sedated Aunt Lauren. The game opens as she scatters her aunts ashes from the Brooklyn Bridge, on the verge of discovering the supernatural secret afflicting several generations of Blackwell women.
As always, and especially when Im covering a game thats still in commercial distribution, I encourage interested adventurers to purchase and play The Blackwell Legacy before proceeding here. You can buy it directly from Wadjet Eye Games, or via Steam (both channels also offer it as part of The Blackwell Bundle, grouping the first three games as a set; the Steam edition also includes achievements.) Its not a lengthy or particularly difficult game, and the writing is so good that my detailed notes below wont betray most of the pleasure to be had here. That said, be advised that there are certain to be...
***** SPOILERS AHEAD! *****
The Blackwell Legacy is, at heart, a mystery game -- Rosangela will eventually become entangled in a dark and disturbing puzzle, but her immediate concern as the game begins is getting back into her own apartment, past a substitute doorman who doesnt recognize her. One of the games best features is its grounding in the real world of New York City -- the games locations also include Bellevue Hospital, New York University and Washington Square Park, courtesy of Brooklyn-based designer (and Wadjet Eye head honcho) Dave Gilbert.

This first puzzle is mundane, but it also gives us some insight into Rosangelas character -- she doesnt really know her fellow residents, and when the doorman advises her to track down the woman who lives across the hall to vouch for her, the story is underway. She finds her neighbor Nishanti Sharma playing the flute in Washington Square Park:

Rosangela is too nervous to approach her neighbor directly, so the player has to attract Nishantis attention by getting her Boston Terrier Moti to bark. This proves more difficult than one might think -- what we have to do is guide our heroine around a nearby lamppost, with the curious dog following, until his leash is wrapped around it and he cant move. The minor ruckus breaks up the impromptu concert, and Nishanti agrees to help Rosa re-enter the building.
Nishantis a great character -- warm and friendly, culturally Indian but raised in the US, and a little bit confused by Rosangelas social awkwardness. Nishanti reaches out to her immediately as a neighbor and potential friend, and while she only figures into the margins of the story proper -- perhaps even because of that -- she comes across as a genuine person. So many adventure game characters are simple item guardians of the bring-me-this-so-Ill-give-you-that variety that it seems like a quiet revolution when we see characters engaging in conversation, just for the sake of pleasant human interaction. We can also pick up some interesting information about why the Washington Square dog park is closed -- dogs are apparently terrified of the place, but this wont factor into the story until later.
When Rosa reenters her apartment, a phone call comes in from the doctor who treated her late aunt, urging her to visit him at the earliest opportunity; theres not much else we can do at this point, as Rosangela doesnt feel like writing, eating, sleeping, or watching TV, so its off to the hospital to see whats up. This leads to some lengthy exposition -- fairly well disguised using conversation trees -- as we learn about Aunt Laurens dementia, and that of her mother before her; her focus on an invisible person named "Joey"; and the Bellevue staffs use of heavy medication to keep her comfortable (and under control.) Rosangela also complains of stress headaches; the good doctor cant do anything beyond recommending over-the-counter pain medications, but he does arrange to send a package of Laurens earthly possessions to Rosas address.
Returning to the apartment, we can page through 25 images of Laurens letters and photos, outlining the story of her life, the death of Rosangelas parents, and ultimately this legal custody document:

This is a literary device that works well -- we dont have to read any of this material if we dont want to, but it fleshes out the backstory in a leisurely self-serve manner, sparing the player another lengthy stretch of expository dialogue. But its worth exploring on background, and gives us a better sense of the game worlds history.
Now were getting to the meat of The Blackwell Legacys story -- Rosangela is engaged by The Village Eye, a paper for which she normally writes book reviews, to investigate the recent suicide of a student at New York University. This introduces the notebook mechanic that keeps track of clues and topics -- its a reference for conversational interrogation, and a handy guidepost for story progression. We can also "combine" two topics to consider relationships between them, occasionally creating new topics or merging existing ones to open up new possibilities. Here, we visit NYU to interview the dead girls roommate in an attempt to find out more about the incident, and obtain a photo for the paper:

We can also speak to the floors R.A., a man named Adrian mistakenly assigned to a female dorm, but nobody has a lot of information to offer. The key puzzle we have to solve here involves roommate Kellys assertion that suicide victim JoAnn always slept soundly, while the R.A. informs us that Kelly rarely sleeps in the dorm. Caught in this contradiction, Kelly softens and allows Rosa to borrow a photograph; we return to the apartment, write up the article, and get ready to hit the hay.
Now things really start getting weird... an old family photograph on Rosas bookcase glows, and a translucent blue figure in an old-fashioned hat appears in the picture... and then in Rosas apartment. This, it soon develops -- through a tightly-guided conversation that still allows the player to steer the emotional tone a bit -- is "Joey." Hes a spirit guide, formerly attached to Rosangelas grandmother and aunt, and our heroine is now charged with the family legacy: helping lost souls find their way to the next world. Unfortunately, Joeys powers are comically limited -- the most he can do in the material plane is generate a light breeze:

JoAnn is dead, and has apparently made it safely to the next world, but her close friends are in need of Rosa and Joeys psychic assistance. Gaining entry to Kellys room, Rosa can examine some photos on the late JoAnns corkboard:

Kelly wont let Rosa borrow or examine JoAnns notebook, but some timely assistance from Joey scatters Kellys papers just long enough for Rosa to make off with the potential evidence. Theres clearly something creepy afoot --JoAnn was not taking very good class notes toward the end of her life:

Further conversation, examination, exploration and web research establish that JoAnns friend Allison also took her own life, and her other friend Susan is in Bellevue Hospital after trying to do so; Susan was also involved with a hockey player named Alexander Davenport. Allisons ghost is seen hanging around the dog park, which explains why the animals have been behaving so strangely. Rosa cant converse with most spirits directly, but Joey can; unfortunately, Alli is so addled by her strange new circumstances that she can only answer in obscure rhymes. We do, however, learn that she fears an entity called the Deacon, whom the three girls apparently summoned through careless Ouija abuse.
We can also visit Susan Lee in the hospital -- getting past the security desk presents a slightly awkward puzzle, because here Rosa "pulls a Brian" (a design term my wife and I use, based on the first of Pendulo Studios Runaway series -- but thats a story for another time). Shes not on Susans visitor list, and we only know a few significant names in the patients life -- but Rosa wont cheat and introduce herself as Alex Davenport until we play with the notebook to "discover" that names like Adrian and Alex(ander/andra) may apply to both genders.

A similar problem will arise again very shortly, though its easier to figure out this time. Getting in to see Susan is initially unproductive -- she clams up and wont say much about the Deacon, or JoAnn, or Alli, or the Ouija Board, until Rosa combines the Deacon and the Ouija board into a single notebook item. If the player has been thorough in conversation with Alli, we already know what happened -- but Susan wont respond meaningfully to the separate topics, and we can only break down her resistance by asking about the combined "Deacon and Ouija Board" item. Rosa tells Susan that she believes her story and knows she isnt insane; the relieved Susan opens up and fills in more of the story, informing us that the Deacon drove all three girls mad with his incessant shrieking and noise, and that Alli loves dogs and was studying veterinary medicine.
Were well on the way to resolving the mystery now. We just need to bring a dog to visit Allis ghost -- animals can see spirits, we learn, which makes for some comical moments between Joey and Moti in Nishantis apartment. This is the only really contrived puzzle in the game -- it just so happens that Susan has been placed on diuretic medication, but hasnt been taking the pills, so she asks Rosa to take them out of Bellevue so she doesnt get caught. Not that serious animal cruelty of the KILL [creature] variety isnt an adventure game staple going way back, but putting the pills in Motis dog biscuit, so that the poor animal has an immediate need to urinate, seems a little out of keeping with the Blackwell universe.
At any rate, the medicinal ruse works -- Nishanti is busy with dishes and asks Rosangela to take the desperate animal for a walk, enabling us to present Alli with a real, live canine patient. And when she examines Moti, and realizes she cant feel his breath, all of her memories come flooding back and she realizes she is no longer of this world. In what will become a recurring motif, Joeys tie serves as a supernatural conduit -- Rosa takes one end, the formerly-lost spirit the other:

With a quick yank, Rosa collapses to the ground, and the spirit is brought to the next plane, buried somewhere in Rosangelas psyche. Alli is ready to go, and this is the first of what will be many poignant moments in the Blackwell series, as her spirit is sent into the ethereal unknown:

To the designers credit, no overly-concrete statements about the nature of the afterlife are made in conversation. The player is free to reassure Alli, or express doubt about how this all works, and even the "go into the light" mechanic comes in for a little sardonic commentary.
Theres a sense of impending finale at hand, so its time to return to Susans bedside and make sure shes okay, in keeping with Allis last wishes and the fact that there arent too many plot threads left to tie up. But its after visiting hours, so Rosa has to solve a couple of traditional graphic adventure game puzzles to get past security. Joeys presence interferes with radio signals, so Rosa can lead him to the security guards desk radio; while the guard fiddles with the antenna, she can appropriate the fusebox key she has refused to mess with up to this point. Now she can turn off the lights, but the buildings wiring is known to be old and flaky, and the guard immediately heads into the hall to check out the fusebox, more often than not intercepting her while she tries to sneak in.
It took me quite a few tries to get past this sequence -- its not hard to do once we know exactly where Rosa needs to hide, but some of my attempts to lead her there didnt work out. Theres a red herring in the form of a closed, locked door that we cannot open, and we cant hide in the elevator or in a corner without being detected eventually. The obvious safe spot is in a small, dark telephone alcove, but we have to click on it precisely and at the first opportunity -- if were at all delayed or inaccurate, were caught and thrown out of the building (though the game is very forgiving -- we can try again and again, ad infinitum, without making the easygoing guard the least bit suspicious.)
Once we get into Susans room again, the Deacon manifests on his own, with no action required on our part. But hes not the demonic presence weve been led to expect -- hes a truly lost soul, drinking from an empty ectoplasmic flask and fearing a Devil he believes is hot on his heels, and pleading for help JoAnn and her friends were unable to give him. Rosa and Joey need to convince him that hes dead and its time to move on, and there are some alternate pathways available here -- we can talk him down using Rosangelas powers of persuasion, or apply Joeys ectoplasmic ghost-on-ghost fists.
Once the Deacon has agreed to go to the next world, Susan is safe. But one more surprise awaits as Rosa brings him into the gateway -- it turns out that the Deacons fears are well-grounded, as a traditionally horned and muscular (and less traditionally bikini-brief-sporting) Devil appears:

Here also there are a couple of possibilities open to the player. Rosa can debate with the Devil and the Deacon, but to little avail; the Deacon has clearly led a bad life, and has murdered numerous people in his extended afterlife, and the demon will brook no talk of mercy. But this is an adventure game, and while I had a hard time figuring out how to make use of it, a loose cobblestone lying around Rosas mental foundation comes in handy. If we fail to act in time, the Deacon is condemned to the fires of Hell; if we pick up the rock and talk to the Deacon about his flask, however, we can convince him to drop it, and then use a conversation tree to break it with the rock. (This stumped me the first time through, as the game offers no direct way to use an object on another object -- we have to have the cobblestone in inventory, and then use the dialogue/action options correctly.)
Freed of his burden of sin (symbolized and in fact embodied by the flask), the Deacon resolves to go to Hell anyway, but on his own terms -- he plans to spread the word of God amongst the damned, in hope of redeeming himself by saving some souls on a posthumous basis. (This isnt quite as belief-neutral as the games general treatment of the supernatural realm up to this point; but as its just been established that the Devil actually exists in the Blackwell universe, or at least in the Deacons worldview, we have reasonable evidence for the existence of God in the same context.)
The game ends where it started, with Rosa standing on the Brooklyn Bridge, missing her Aunt Lauren and facing her new future as a psychic investigator and rescuer of ghosts. We are satisfied with a job well done, but we also know what became of Rosangelas predecessors in this line of work. Its a nice ending, definitive but not too pat, mixing hope with uncertainty and a beautiful view of the city:

I thoroughly enjoyed The Blackwell Legacy -- I wont be writing about the series later entries right away, but Im definitely having a good time playing them. The best thing about the Blackwell series is its "indie" vibe -- the mystery format is inevitably predictable, but Dave Gilberts focus on character and conversation takes point-and-click beyond traditional action and comedy to something that touches on the broader human experience. Thats a goal few commercial games of any sort have aspired to, and its truly satisfying to see it handled so well here. Retro gaming fans should definitely check out this new old-fashioned adventure.