Sunday, April 26, 2015
The Far Kingdoms
The Far Kingdoms (Video Game) Download

Minimum System Requirements
- OS: Windows XP/Vista/7/8
- CPU: Pentium 3 @ 1.0 GHz Processor
- RAM: 256 MB
- Hard Drive: 160 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 Far Kingdoms" >> "Game" folder.
- Then double click on "TheFarKingdoms" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!The Far Kingdoms Free Download
Click Here to Download This GameGame Size: 146 MB
Password: www.apunkagames.net
Dominions 4 Thrones of Ascension
Dominions 4: Thrones of Ascension (Video Game) Download, RIP

Minimum System Requirements
- OS: Windows XP/Vista/7
- CPU: Pentium 4 @ 1 GHz Processor
- RAM: 1 GB
- Hard Drive: 500 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 "Dominions 4 - Thrones of Ascension" >> "Game" folder.
- Then double click on "Dominions4" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Dominions 4: Thrones of Ascension Free Download
Click Here to Download This GameGame Size: 169 MB
Password: www.apunkagames.net
Farm Frenzy Viking Heroes
Farm Frenzy: Viking Heroes (Video Game) Download

Minimum System Requirements
- OS: Windows XP/2000/Vista/7
- CPU: Pentium III @ 1.0 GHz Processor
- RAM: 1 GB
- Hard Drive: 260 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 "Farm Frenzy - Viking Heroes" 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 "FarmFrenzyVikings" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Farm Frenzy: Viking Heroes Free Download
Click Here to Download This GameGame Size: 241 MB
Password: www.apunkagames.net
Pokemon
In Pokemon Ranger: Shadows of Almia, you once again play as a Pokémon Ranger, working to help people, Pokémon and nature in a new area called the Almia Region. Starting out as a Student Ranger, you quickly earn the title of a full-fledged Pokémon Ranger. As you succeed in more and more missions, you will aspire to become the highest Ranger rank: Top Ranger. Along the way you meet and capture all kinds of different Pokémon.
How to progress through the game: Capture wild Pokemon and create a team to clear obstacles and puzzles encountered along the way. After using a Pokémon’s ability, it will leave your team; however, you will have a Partner Pokémon that will always stay by your side. As you progress through Missions and Quests, your Capture Styler becomes more powerful, giving your Styler more Energy and eventually advancing you to the level of Top Ranger.
Characters: Hundreds of Pokémon. Players can choose to be a boy or girl Pokémon Ranger.
Special powers/weapons/moves/features: Use the Capture Styler to capture wild Pokémon. Once they are captured, wild Pokémon will follow the player around until their powers are used (either in a Poké Assist or a Field Move).
• A Poké Assist is when the player uses an already captured Pokémon to help capture another wild Pokémon.
• A Field Move is when the player uses a captured Pokémon’s power to clear an obstacle in the way or perform another helpful function.
• Pokémon Ranger is a unique action-adventure series that features a fun, different way to capture Pokémon with the Nintendo DS stylus, which controls an item called the Capture Styler in the game. Players circle the Pokémon they want to catch by drawing circles around them on the touch screen. When you complete certain Quests, the Ranger Union awards you with power-ups, which add new upgrades and functions to your Capture Styler, allowing you to advance as you work to eventually become a Top Ranger (the most revered Ranger of all).
• Now you can partner with a variety of different Pokémon of each type to complete Missions—giving you many options on how to approach different challenges. Every Pokémon is different, and capturing a Pokémon allows you to use its abilities to overcome various obstacles and challenges you will face along the way. The job of a Pokémon Ranger is never done: your duties will include fighting wildfires, rescuing people or even delivering an important package.
• Your journey to become a Top Ranger takes you to the new region of Almia. This game has a larger world, more Missions, more adventure and more to do than the previous Pokémon Ranger game. It has a storyline full of adventure and the ability to travel to and explore many exciting new areas in Almia, including oceans, forests, deserts and more with the help of your Partner Pokémon.
• This is the first game in the Pokemon Ranger series to feature Pokémon from Pokémon® Diamond and Pokémon® Pearl.
Spore Creature Keeper
Description
Younger Spore fans will have a blast with the Spore Creature Keeper, a stand-alone PC game that has players nurturing, training and playing with their own personally-created creature. With lots of toys, clothes and gizmos to play with, players can pamper their pets to perfection! With Spore Creature Keeper, fans can play with their creation alone or have a play-date online for endless creature fun. Spore Creature Keeper brings all the fun of creature creation to a new level by adding nurturing, teaching and social components to the experience.
Farm Mania Hot Vacation
Farm Mania: Hot Vacation (Video Game) Download

Minimum System Requirements
- OS: Windows XP/2000/Vista/7
- CPU: Pentium IV @ 1.0 GHz Processor
- RAM: 1 GB
- Hard Drive: 220 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 "Farm Mania - Hot Vacation" 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 "Farm_Mania_HV" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Farm Mania: Hot Vacation Free Download
Click Here to Download This GameGame Size: 73 MB
Password: www.apunkagames.net
Vector
Vector (Video Game) Download

Minimum System Requirements
- OS: Windows XP/Vista/7
- CPU: Pentium 4 @ 1.6 GHz Processor
- RAM: 1 GB
- Hard Drive: 300 MB Free
- Video Memory: 64 MB
- Sound Card: DirectX Compatible
- DirectX: 9.0
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Vector" >> "Game" folder.
- Then double click on "Vector" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Vector Free Download
Click Here to Download This GameGame Size: 46 MB
Password: www.apunkagames.net
The Sims 3 Ambitions
The Sims 3 Ambitions allows players to control their sims while they are at work in a variety of new careers. Instead of sending your sims off to work all day, The Sims 3 Ambitions lets you pick a career like firefighting, investigator, architect, ghost hunter, stylist, or doctor and then guide your sim to make choices and succeed (or fail) every step of the way. You can also make your sim a tattoo artist, sculptor, or inventor.
system requirements:
Pentium 4 2.4 GHz, 1.5 GB RAM, graphic card 256 MB (GeForce 6800 or better), 6.1 GB HDD, Windows XP SP2/Vista SP1.
Bioshock 2
Description
BioShock 2 players will be able to use a keyboard, mouse or 3rd party controller to navigate their way through the city of Rapture, the setting for BioShock and BioShock 2.
Features
- Evolution of the genetically enhanced shooter – Earn experience points during gameplay to earn access to new Weapons, Plasmids and Tonics that can be used to create hundreds of different combinations, allowing players to develop a unique character that caters to their playing style.
- Extend the Rapture fiction – Players will step into the shoes of Rapture citizens and learn more about the fall of Rapture as they progress through the experience.
- See Rapture before the fall – Experience Rapture before it was reclaimed by the ocean and engage in combat over iconic environments in locations such as Kashmir Restaurant and Mercury Suites, all of which have been reworked from the ground up to deliver a fast-paced multiplayer experience.
- FPS veterans add their touch to the multiplayer experience – Digital Extremes brings more than 10 years of first person shooter experience including development of award-winning entries in the Unreal® and Unreal Tournament® franchise.
Evolution of the Genetically Enhanced Shooter: Innovative advances bring new depth and dimension to each encounter. New elements, such as the ability to dual-wield weapons and Plasmids, allow players to create exciting combinations of punishment
Return to Rapture: Set approximately 10 years after the events of the original BioShock, the story continues with an epic, more intense journey through one of the most captivating and terrifying fictional worlds ever created
You Are the Big Daddy: Take control of BioShock’s signature and iconic symbol with the original prototype Big Daddy, and experience the power and raw strength of Rapture’s most feared denizens as you battle powerful new enemies
Continuation of the Award-Winning Narrative: New and unique storytelling devices serve as the vehicle for the continuation of one of gaming’s most acclaimed storylines
Multiplayer Features:
Genetically Enhanced Multiplayer – Earn experience points during gameplay to earn access to new Weapons, Plasmids and Tonics that can be used to create hundreds of different combinations, allowing players to develop a unique character that caters to their playing style.
Experience Rapture’s Civil War– Players will step into the shoes of Rapture citizens and take direct part in the civil war that tore Rapture apart.
See Rapture Before the Fall – Experience Rapture before it was reclaimed by the ocean and engage in combat over iconic environments in locations such as Kashmir Restaurant and Mercury Suites, all of which have been reworked from the ground up for multiplayer.
FPS Veterans Add Their Touch to the Multiplayer Experience – Digital Extremes brings more than 10 years of first person shooter experience including development of award-winning entries in the Unreal® and Unreal Tournament® franchise.
Drug Wars Merchants of Brooklyn
Drug Wars Merchants of Brooklyn the game:
In 3100 A.D., global warming has caused the sea level to rise and engulf the streets of Brooklyn. The land is gone, but society rebuilds the city on top of existing structures, connecting buildings through a network of sky bridges. As the upper class literally moves higher, law enforcement abandons the lower parts of the city, and its less-affluent inhabitants.
To meet the upper citys demand for laborers, city leaders contract the Brooklyn Institute of Technology (B.I.T.) to clone a new working class. At the time, the B.I.T. Labs had made incredible advances in cloning; Neanderthals were chosen as the main focus of the research based on their physical resilience. The citys contract called for far more Neanderthal clones than were required, causing the excess and sub-standard Neo-Neanderthals to be discarded to the dregs of the city. The well established mob entity known as the Merchants of Brooklyn saw a lucrative opportunity here… use the bottom dwellers for high stakes fights to the death. It became the new sport of under-city kings.
In MERCHANTS OF BROOKLYN, You take the role of an elite Neanderthal fighter with a taste for blood. Having had your arm unwillingly detached from your body courtesy of a chainsaw, your new prototype biomechanical arm transforms into different twisted and brutal weaponry to aid you in the slaughter. Your goal: escape from the under city and free your brethren to take over the upper utopian empire to do with as you please.
FEATURES
Built using Crytek’s CryEngine 2™ game engine
Biomechanical Arm enhances weapons in unique ways
Destructible urban environments
Truly unique comic book vs. reality art style
Over-the-top dark humor and action
Fully interactive, immersive environment
Designed with multiplayer in mind
Thursday, April 16, 2015
Terrorist Takedown 3 Download Free Offline PC Game Full Version

Genre : FPS
Platform : PC
Language : English
Size : 2.66 GB
Minimum System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 2.6 GHz Dual Core
RAM: 2 GB
Video Memory: 128 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 5 GB free
Recommended System Requirements
OS: Windows XP/Vista/7
Processor: INTEL Core 2 Duo E4500 2.2GHz
RAM: 3 GB
Video Memory: 256 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 5 GB free
Click On Below Link To Download
Terrorist Takedown 3 Full Version PC Game Free Download
Screenshots






Wednesday, April 15, 2015
Legacy of Kain Soul Reaver Download Free Offline PC Game

Genre : Action, Horror
Platform : PC
Language : English
Size : 515 MB
Minimum System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 2 GHz Dual Core
RAM: 1 GB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 1 GB free
Recommended System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 2.4 GHz Dual Core
RAM: 1.5 GB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 1 GB free
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Monday, April 13, 2015
Simdoughnut Donut Shop




Simdoughnut
Functional Coffee Cups by Ajoya





AjoyaSims
The Sims 4 Retiro ao Ar Livre será lançado semana que vem!
Acabou de ser confirmado que The Sims 4 Retiro ao Ar Livre será lançado semana que vem(sem data específica). Bom é isso que diz quando estamos no menu principal de The Sims 4.

Read more »

Fiquem atentos para mais novidades!
The Sims 4 Retiro ao Ar Livre será o primeiro PJ(Pacote de Jogo) pago do The Sims 4, para saber mais: >>>http://bit.ly/1CdLCZA<<<
Shirt and Jeans Skirt Dress by Irida Sims

Irida Sims
Shoes for Sale Part 2 by JSBoutique



JSBoutique
Download Roupa Denim jacket para The Sims 4

INFORMAÇÕES:
Somente para Sims Masculinos.
Disponível em 2 cores diferentes.
COMO INSTALAR E ACHAR?
Quando você extrair o arquivo com o WinRAR irá criar uma pasta, dentro desta pasta tem um arquivo *"xxx_xxx_xxx_-_DS.package", copie esse arquivo para a pasta MODS, localizada em "C:UsersNome do UsúarioDocumentsElectronic ArtsThe Sims 4Mods", pronto seu objeto está instalado, para você achar a jaqueta é só ir no CAS(Criar um Sim) e ir na parte de roupa e procurar.
*Os xxx_xxx_xxx é o nome do arquivo que você baixou.
DOWNLOAD PRINCIPAL:
Salem2342
(Procure pela palavra "DOWNLOAD" no site)
LINK ALTERNATIVO/MIRROR:
Servidor DS / MEGA
Tuesday, April 7, 2015
Adventure of the Week The Lansford Mansion Adventure 1987
As we approach the New Year, it seems a fitting time to (re)tackle a game that stumped me pretty thoroughly when I first took a look at it a few years back -- The Lansford Mansion Adventure, published in 1987 for the TRS-80 Color Computer by Diecom Products. The game was programmed and written by Dave Shewchun and Roland Knight, with graphics by Kevin Hoare. Its been made freely available by the authors since -- a disk image is available at L. Curtis Boyles invaluable CoCo web archive -- but as with many vintage games, the only surviving version is ironically a "cracked" (pirated) copy:

The Scott Adams influence was visible in many 1980s adventures including Lansford Mansion -- the windowed text display, the two-word parser and the SCORE mechanism are very similar, and as in several of Adams adventures, our goal is simply to Collect * TREASURES *. The parser isnt quite as solid as its inspirations, though -- extra spaces tend to confuse it, and it has a bad habit of confirming with an OK message before actually processing the players command, leading to OK / Sorry, you cant! types of responses. Interestingly, the game supports the Radio Shack speech/sound pack, augmenting the CoCos limited audio capabilities, but I wasnt able to play the game with that feature enabled.
As with many graphically-augmented text adventures, the visuals here are not really necessary, and in fact they get in the way more often than not, as they overlay the display window listing available items and exits and the artist makes no attempt to depict some important details of each room. Fortunately, the illustrations can be turned on and off with a function key (the PC Alt key when using Joseph Forgiones Virtual Color Computer emulator) so the player doesnt have to make a permanent choice between pretty pictures and concrete information. The illustrations are half-screen bitmap images residing on a second diskette; the executable code and all text loads from the first, so no disk swapping is necessary after starting up. Like most CoCo games that use artifacted colors, we have to reset the machine until the check screen is blue in order to see the artists intended palette.
As always, I encourage interested readers to tackle The Lansford Mansion Adventure before proceeding with my complete playthrough notes below. But I will note that, while finally getting through this game provided a bit of New Years closure for yours truly, I doubt I could have managed it at all without the help of the CASA Solution Archive, where Juan Ducs comprehensive walkthrough helped me out on several key occasions. Most of this games puzzles make sense in hindsight, but there arent many clues provided to help the player understand that certain puzzles even exist, and confirming or revealing details that ought to be available to the player are often obscured by misleading, generic responses. Its one of those games that plays fine if youre the designer, but not so much if youre coming in blind. I got stuck in the early going on my first attempt, so youre absolved of all guilt should you wish to simply dive into the...
***** SPOILERS AHEAD! *****

We begin in the entry hall of the Lansford Mansion, with lots of items in the first room - an axe, a hose, and some boots, though the first two items are locked in a glass cabinet. We cant ENTER the DOORWAY to the north, only GO, but a Guard throws us out if we try to get past the entry hall.
A library to the west contains a Book, Desk, Guard, and a Paper in display case. READ PAPER yields There is nothing important written on it, which seems odd, while the book is written in a strange code! We can try to break the display case window, but the Guard kicks you out for vandalism! (And if we try to UNLOCK DOOR here, It already is!, but the cabinet remains impenetrable -- I think the code doesnt consider that there may be no locked door in the room and returns a generic response, and the cabinet doesnt have a door as such.)
We can GO DOORWAY from the starting location to explore the outside of the mansion. A Pole in a garden area outside the mansion to the east of the entrance is too smooth to climb, but we note that the garden has very moist soil in it. Theres a sports car in the parking lot west of the entrance, and we can apparently unlock the door somehow, as EXAMINE CAR suggests that One window is open a tiny bit.
Theres no DIG verb in this game, which is unusual, and it seems we have to WEAR things explicitly. We can find some Wire cutters in an open field east of the southeast parking lot, but theres no CUT or USE verb -- it seems some of the puzzles just require possession of the appropriate equipment to OPEN or GET things. The SAVE GAME command writes to the image disk, which is convenient, and the save feature has a generous ten slots available, numbered 0-9. We can SIT DESK in rooms with no desk in them, though nothing really happens as a result. And INVENTORY doesnt work, only I.
North of the starting location is an entry hall with an Open doorway, a Table, and a Vase full of flowers. A guard sends us back if we try to go through the doorway -- "No visitors in this part of the mansion."
We can remove the flowers from the vase with TAKE FLOWERS, but we cant PLANT FLOWERS in the garden. We can EMPTY VASE to create a Puddle of water, and TAKE WATER to put it back in the vase; left alone, the puddle eventually evaporates. Aha! We can SHAKE FLOWERS a few times to yield a couple of seeds, and PLANT SEED in the garden, though nothing happens immediately as a result.
So weve explored the available map and done some experimentation, and Im back where I got stuck on my previous attempt. We cant use the wire cutters to disable any alarms in the entry hall or the library, nor can we climb the plant in the garden (after it appears) without some structural reinforcement, so those ideas proved fruitless. I needed the walkthrough to learn that we can RIP PAGE from the book in the library, then YELL FIRE so that the guard leaves (and liberates the fire axe from the case in the entry hall) so that we can OPEN CASE and replace the paper we want to examine more closely with a coded page from the book. Once we have it in hand, the paper, which previously seemed to have nothing interesting written on it, in fact says: "I hearby [sic] give the holder of this paper permision [sic] to enter any room in my mansion, R. Lansford." Apparently the mansions owner had some spelling difficulties, and I never did find a way to decode the book or its torn-out page. But now we can explore the mansion much more freely, and we can get the hose from the glass cabinet in the entry hall.
North of the room with the table is another hallway, with a Large pipe organ and exits going in many directions. PLAY ORGAN yields, "Yuk! Sounds terrible!", so thats probably a puzzle well need to return to later.
East of the organ room is an office with a chair and desk. We can SIT CHAIR to find a typewriter bolted to the desk (and completely invisible if we EXAMINE DESK without sitting down.) We can TYPE, though at this point there doesnt seem to be any reason to, so well just GET UP.
Upstairs from the office is a study with curtains -- opening them reveals a Mirror; we cant examine it, or GET it, as MIRROR is not recognized by the parser, so it seems well have to bring something here to make use of the mirror (and, no, SHOW BOOK doesnt help us decode it. I never did find a way to decode the book, or to yield a text excerpt to decrypt manually, so this seems to be a red herring.)
West of the round room is a metal room with a TV Monitor, TV Camera and Metal door. The monitor reads, "MAINTENANCE CARD REQUIRED FOR ADMITANCE [sic]." Another, similar room to the north requires a SECURITY CARD foradmitance admittance.
North of the organ room is a sewing room, which for some reason contains a Fish tank full of fish. Theres a box in the tank; if we stick around, a piranha (spelled correctly in the text announcing the event, but Pirhana in the visible items list and the parser dictionary) jumps out of the tank. We will probably regret trying to GET PIRHANA -- and yes, Piranha eats your hand and you quickly bleed to death! YOURE DEAD...
Restoring and exploring upwards from the organ room, we traverse a staircase through several floors that comprise about half the map. One level up, we can travel east to an old fashion photography room with a camera mounted on a tripod. Closer examination of the camera reveals a button/cable, probably for taking a photo at a short distance or with a time delay. We cant TAKE PHOTO, PRESS BUTTON, or GET CABLE, but we can PUSH BUTTON to take a blank photo. Theres no indication of what were photographing (the camera appears to point out the window in the illustration) and we cant DEVELOP FILM, so this mystery will have to await further investigation
Further up the staircase, we can access a storage room, a small room with a small button, and another small room with a Strange piece of machinery featuring a glass plate attached to the top of the machine; in the illustration, it resembles a photocopier. The storage room features a metal box pointing at a chair; we can SIT CHAIR to discover a microphone, a large slot, and a button, none of which has a clear purpose or function at the moment.
The third story (this staircase goes and goes) contains a room with a glass floor, a very deep pit, and a very hot room containing a Piece of very hot metal that we cant cool down by EMPTYing the VASE. Even stranger, below the hot room is a dungeon like room where a Weak looking man cries, "Food! Food! I must have food!"
Four floors up, at last, is a single, glass-domed room at the top of the mansion -- its the SCORE room, with a "Drop treasures here then score" sign in the Scott Adams tradition.
Weve explored the accessible map, so its time to do some puzzle solving. We can WEAR the BOOTS from the entry hall. We can CLIMB the PLANT thats now grown where we planted a seed -- except the "Plant bends over and youre thrown to the ground, breaking every bone in your body!" and its time to restore again.

Theres now a hole in the cabinet window in the entry hall -- our false fire alarm earlier inspired the guard to break the glass and remove the axe, apparently, so now we can GET HOSE and TIE PLANT -- To what? -- TO POLE -- With what? -- WITH HOSE, allowing us to CLIMB PLANT successfully and enter a large bedroom. Theres a coat here, and closer examination reveals a Coat hanger. We cant seem to unlock the rooms locked interior door, so our only option is to go back out the window.
With the coat hanger in hand, we cant BEND or USE or INSERT HANGER or UNLOCK CAR... but we can UNLOCK DOOR -- How? -- WITH HANGER, and then open and GO DOOR (GO CAR fortunately yields Try: "GO DOOR"). We cant, however, START CAR, as it appears to be out of gas, which is probably why another car is available in the other parking lot.
With the hose (retrieved from its plant-securing position) and the emptied vase, we can SIPHON GAS. Then... hmmm... INSERT GAS, FILL CAR, FUEL CAR, GAS CAR... nothing seems to be working. But we cant DROP GAS... interesting... ah, we have to PUT GAS -- Where? -- IN CAR. It seems PUT takes the place of INSERT in this parsers construction. And now -- nope, we still cant start the car, probably because we dont have the keys.
What now? We cant OPEN GLOVEBOX, though the noun is recognized, unlike WHEEL or SEAT. We can EXAMINE DASHBOARD to find a couple of loose wires, and CONNECT WIRES, allowing us to fire up the engine at last. Theres a road going north from here, and while we cant GO NORTH sitting in the car we can DRIVE NORTH. Unfortunately, a few locations up the road, You get pulled over for speeding and when the cop finds out the sports car is stolen he arrests you!
Were now in a jail cell, with a Locked door, naturally. We cant PICK LOCK (the verb isnt recognized) or CUT LOCK with the wire cutters; UNLOCK DOOR yields Sorry, you have no key that fits. So we must have missed something prior to this point, and its time to QUIT and restore again.
I needed a hint at this point -- while EXAMINE BED doesnt suggest there are sheets present with which we can interact, EXAMINE SHEETS is recognized (though still, You see nothing special.) We have to GO BED to see a Nail file as well as the Sheets, and EXAMINE SHEETS to discover they are lined with gold, making * SHEETS * the first treasure weve found. Dropping them in the domed-roof room yields a SCORE of 10, on a scale of 0 to 100, so it seems well need to round up ten treasures.
Will the nail file help us escape from jail? Well, it might, as when we get arrested for speeding, the police confiscate the file. Trying again, I learn that we can PUT FILE / IN BOOTS, and thanks to shocking police incompetence, keep it long enough to FILE LOCK and escape the cell. We can even examine the unattended police desk, open a drawer and discover a * GOLDEN GUN *, a * GOLD POCKET WATCH * and some * MONEY *.
Driving back to the mansion, we dont run into any further obstacles; its a short trip to drop off the new treasures and get our score up to 40. Returning to the car, and heading further north, we can find another parking lot north of the speed trap (which fortunately doesnt trigger again.)
Theres a general store here, and a metal glove (which might be handy for piranha and hot metal handling.) The store clerk will let us BUY a BOX of cereal -- except I didnt bring any of the * MONEY * along. We dont get any change, so that treasure now seems to be lost, but when we EXAMINE (not OPEN) BOX we find... a Small lead figure? Hmmmm. Not the safest cereal premium ever offered...
If we GIVE BOX to the starving man (we have no way to warn him about the possible lead contamination) he eats it and runs off, leaving us with a * GOLD BAND * in return. So were back up to 4 treasures. And with the metal glove on, we can pick up the piece of hot metal, if we come up with any reason to do so. We can try to JUMP in the pit room, but thats fatal.
What else? There are those security doors on the first floor, and some apparatus reminiscent of Adams Impossible Mission adventure that suggest we need to create our own security cards. My earlier attempt produced a Blank picture; we cant PUT this PICTURE in the typewriter, or in the slot of the chair with the metal box, but we can put it on the glass plate of the strange machine. Putting it there, and pushing the small button in the next room... dang! It causes the machine to explode into a pile of smoking rubble, leaving the blank picture intact. This is probably not what we wanted to happen.
Dropping the hot metal on the room with the glass floor causes the floor to heat up... but that doesnt seem to have any real effect? Ahhhhh... walkthrough time again! I was supposed to get the water back after emptying the vase to siphon the gas, and this has to be done quickly as there is just enough time to put the gas in the car and return to retrieve the water. Mine evaporated long, long ago.
Soooo... its back to square one for a retracing of my steps up to this point. Now we can use the hot metal to heat up the glass floor, with a chaser of cold vase water to shatter the glass, creating a Hole in floor leading to a greenhouse. A sad looking gardener is here, but hes not distraught over being sealed away in an otherwise exitless greenhouse, perhaps to accompany R. Lansford in the afterlife; his primary concern is that he needs one seed, which is why the flowers yielded two earlier. We GIVE SEED and gain the gardeners * RARE COINS * collection in exchange. Theres also a backpack here, though it cant be opened, shaken or otherwise examined. With the coins, were up to 50%! Halfway done!
Now, about that camera... I thought maybe we could aim the camera up through the glass floor, but those rooms arent actually adjacent. I needed to reference the walkthrough again to understand that the camera is on a timer -- so after we push the button, we have to run back to the room with the mirror, open the curtains, and SHOW repeatedly for five turns (I tried to figure this mechanism out in more detail, but it seems to be very particular -- fewer turns doesnt seem to do the trick, and I dont think I would have guessed that SHOW was the magic verb.) Now we have a picture of ourselves (I am assuming, examination doesnt confirm this) that we can use to fake our way past the security doors.
This involves putting the picture in the typewriter (unlike the blank picture, the "real" picture inserts just fine) and TYPEing SECURITY (I first tried to TYPE MAINTENANCE, figuring I might be able to crack the lower level of security more easily to access the first camera-guarded room, but when we try to read the typed message afterward the game replies, "Sorry, you cant make it out"; the only successfully legible text is SECURITY, and fortunately we can type over any illegible text weve already tried.) We can now SHOW PICTURE at the northern security door, and it allows us to quickly dash into another metal room with a * SMALL RUBY *, some Sheets of cloth, and a small button used for exiting.
Now... can we augment this security picture to make it valid for maintenance also? I tried putting it on the strange machine, going to the microphone system, SAYing MAINTENANCE, and pushing that button; nothing changed in the other room. Pushing the button in the room closest to the machine destroys the equipment again, but we end up with an enlarged picture. This Large picture can be placed into the microphone chairs slot, and then after we say the magic word and push the button, we are returned an updated picture with MAINTENANCE typed on it (the picture is now too large to fit into the typewriter, so this is the only way to do this.) It seems odd that Mr. Lansford has more complicated security procedures around gaining maintenance access than an official security ID, but weve seen stranger systems in adventure games.
Now we can enter the maintenance area, obtaining a * SAPPHIRE RING * and some pieces of rope. 70% now, and were starting to run out of puzzles. What about the piranha? With the metal glove on, we can GETPIRANHA PIRHANA and return it to its tank -- though rather than a grateful rescued piranha, we end up with a tank otherwise full of well-fed and satisfied fish, and now we can GET the mysterious BOX out of the tank.
We can EXAMINE BOX to reveal some chemicals, and a la Adams Voodoo Castle, MIX CHEMICALS -- the smoke somehow changes the lead figure into a * SMALL GOLD FIGURE *. (Man, I wish Id written down what those chemicals were before I started just randomly mixing them!)
What now? Theres that fatal pit left over... and we have some sheets of cloth, several pieces of rope, and a backpack, raising the suspicion that we can... MAKE PARACHUTE? Yep! We have to pick our Make-shift parachute up after assembling it, but we dont have to (and cant) WEAR it. We just JUMP at the edge of the pit, and now we are floating down; we have only one chance to snag a Metronome and a * DIAMOND * conveniently placed on passing ledges, before our parachute gets ripped to shreds and we land back in the organ room.
Simply STARTing the METRONOME and PLAYing the ORGAN again doesnt help the results at all -- odd? Ah (thanks, walkthrough!) -- we have to DROP METRONOME after starting it, and now that we got rhythm, the Music causes a secret panel to open! revealing a new passage containing a * SOLID GOLD BAR *.
We have all the treasures now, and taking these last few to the score room should yield the expected victory... except... after we type SCORE and confirm our 100 points, the treasures do something very odd, magically melding together and becoming something altogether different. Now theres a Half of a large electrum star in the room, and we cant go D to the rest of the mansion anymore. We cant GO STAR or JUMP to get sucked into it, but we can GET STAR -- and thus, we are presented with a password for The Lansford Mansion Adventure Part II -- which unfortunately never saw the light of day as far as I can discover. As its been a good 25 years weve been waiting now, Im just going to call that second game a forfeit and declare unmitigated victory!

The Lansford Mansion Adventure is not a perfect game -- its challenges arise too often from design assumptions that the reader may not share, or maybe the hints were just too subtle for me to pick up on. But I enjoyed the challenge, and the obvious Scott Adams homages, once I had a solution handy to help me through the frustrating bits. I wish the sequel had materialized; the disk image contains a LANSFORD/BIN and a LANSPRT2/BIN file, but these seem to be two binary sections of this one adventure. Onward we go!
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The Scott Adams influence was visible in many 1980s adventures including Lansford Mansion -- the windowed text display, the two-word parser and the SCORE mechanism are very similar, and as in several of Adams adventures, our goal is simply to Collect * TREASURES *. The parser isnt quite as solid as its inspirations, though -- extra spaces tend to confuse it, and it has a bad habit of confirming with an OK message before actually processing the players command, leading to OK / Sorry, you cant! types of responses. Interestingly, the game supports the Radio Shack speech/sound pack, augmenting the CoCos limited audio capabilities, but I wasnt able to play the game with that feature enabled.
As with many graphically-augmented text adventures, the visuals here are not really necessary, and in fact they get in the way more often than not, as they overlay the display window listing available items and exits and the artist makes no attempt to depict some important details of each room. Fortunately, the illustrations can be turned on and off with a function key (the PC Alt key when using Joseph Forgiones Virtual Color Computer emulator) so the player doesnt have to make a permanent choice between pretty pictures and concrete information. The illustrations are half-screen bitmap images residing on a second diskette; the executable code and all text loads from the first, so no disk swapping is necessary after starting up. Like most CoCo games that use artifacted colors, we have to reset the machine until the check screen is blue in order to see the artists intended palette.
As always, I encourage interested readers to tackle The Lansford Mansion Adventure before proceeding with my complete playthrough notes below. But I will note that, while finally getting through this game provided a bit of New Years closure for yours truly, I doubt I could have managed it at all without the help of the CASA Solution Archive, where Juan Ducs comprehensive walkthrough helped me out on several key occasions. Most of this games puzzles make sense in hindsight, but there arent many clues provided to help the player understand that certain puzzles even exist, and confirming or revealing details that ought to be available to the player are often obscured by misleading, generic responses. Its one of those games that plays fine if youre the designer, but not so much if youre coming in blind. I got stuck in the early going on my first attempt, so youre absolved of all guilt should you wish to simply dive into the...
***** SPOILERS AHEAD! *****

We begin in the entry hall of the Lansford Mansion, with lots of items in the first room - an axe, a hose, and some boots, though the first two items are locked in a glass cabinet. We cant ENTER the DOORWAY to the north, only GO, but a Guard throws us out if we try to get past the entry hall.
A library to the west contains a Book, Desk, Guard, and a Paper in display case. READ PAPER yields There is nothing important written on it, which seems odd, while the book is written in a strange code! We can try to break the display case window, but the Guard kicks you out for vandalism! (And if we try to UNLOCK DOOR here, It already is!, but the cabinet remains impenetrable -- I think the code doesnt consider that there may be no locked door in the room and returns a generic response, and the cabinet doesnt have a door as such.)
We can GO DOORWAY from the starting location to explore the outside of the mansion. A Pole in a garden area outside the mansion to the east of the entrance is too smooth to climb, but we note that the garden has very moist soil in it. Theres a sports car in the parking lot west of the entrance, and we can apparently unlock the door somehow, as EXAMINE CAR suggests that One window is open a tiny bit.
Theres no DIG verb in this game, which is unusual, and it seems we have to WEAR things explicitly. We can find some Wire cutters in an open field east of the southeast parking lot, but theres no CUT or USE verb -- it seems some of the puzzles just require possession of the appropriate equipment to OPEN or GET things. The SAVE GAME command writes to the image disk, which is convenient, and the save feature has a generous ten slots available, numbered 0-9. We can SIT DESK in rooms with no desk in them, though nothing really happens as a result. And INVENTORY doesnt work, only I.
North of the starting location is an entry hall with an Open doorway, a Table, and a Vase full of flowers. A guard sends us back if we try to go through the doorway -- "No visitors in this part of the mansion."
We can remove the flowers from the vase with TAKE FLOWERS, but we cant PLANT FLOWERS in the garden. We can EMPTY VASE to create a Puddle of water, and TAKE WATER to put it back in the vase; left alone, the puddle eventually evaporates. Aha! We can SHAKE FLOWERS a few times to yield a couple of seeds, and PLANT SEED in the garden, though nothing happens immediately as a result.
So weve explored the available map and done some experimentation, and Im back where I got stuck on my previous attempt. We cant use the wire cutters to disable any alarms in the entry hall or the library, nor can we climb the plant in the garden (after it appears) without some structural reinforcement, so those ideas proved fruitless. I needed the walkthrough to learn that we can RIP PAGE from the book in the library, then YELL FIRE so that the guard leaves (and liberates the fire axe from the case in the entry hall) so that we can OPEN CASE and replace the paper we want to examine more closely with a coded page from the book. Once we have it in hand, the paper, which previously seemed to have nothing interesting written on it, in fact says: "I hearby [sic] give the holder of this paper permision [sic] to enter any room in my mansion, R. Lansford." Apparently the mansions owner had some spelling difficulties, and I never did find a way to decode the book or its torn-out page. But now we can explore the mansion much more freely, and we can get the hose from the glass cabinet in the entry hall.
North of the room with the table is another hallway, with a Large pipe organ and exits going in many directions. PLAY ORGAN yields, "Yuk! Sounds terrible!", so thats probably a puzzle well need to return to later.
East of the organ room is an office with a chair and desk. We can SIT CHAIR to find a typewriter bolted to the desk (and completely invisible if we EXAMINE DESK without sitting down.) We can TYPE, though at this point there doesnt seem to be any reason to, so well just GET UP.
Upstairs from the office is a study with curtains -- opening them reveals a Mirror; we cant examine it, or GET it, as MIRROR is not recognized by the parser, so it seems well have to bring something here to make use of the mirror (and, no, SHOW BOOK doesnt help us decode it. I never did find a way to decode the book, or to yield a text excerpt to decrypt manually, so this seems to be a red herring.)
West of the round room is a metal room with a TV Monitor, TV Camera and Metal door. The monitor reads, "MAINTENANCE CARD REQUIRED FOR ADMITANCE [sic]." Another, similar room to the north requires a SECURITY CARD for
North of the organ room is a sewing room, which for some reason contains a Fish tank full of fish. Theres a box in the tank; if we stick around, a piranha (spelled correctly in the text announcing the event, but Pirhana in the visible items list and the parser dictionary) jumps out of the tank. We will probably regret trying to GET PIRHANA -- and yes, Piranha eats your hand and you quickly bleed to death! YOURE DEAD...
Restoring and exploring upwards from the organ room, we traverse a staircase through several floors that comprise about half the map. One level up, we can travel east to an old fashion photography room with a camera mounted on a tripod. Closer examination of the camera reveals a button/cable, probably for taking a photo at a short distance or with a time delay. We cant TAKE PHOTO, PRESS BUTTON, or GET CABLE, but we can PUSH BUTTON to take a blank photo. Theres no indication of what were photographing (the camera appears to point out the window in the illustration) and we cant DEVELOP FILM, so this mystery will have to await further investigation
Further up the staircase, we can access a storage room, a small room with a small button, and another small room with a Strange piece of machinery featuring a glass plate attached to the top of the machine; in the illustration, it resembles a photocopier. The storage room features a metal box pointing at a chair; we can SIT CHAIR to discover a microphone, a large slot, and a button, none of which has a clear purpose or function at the moment.
The third story (this staircase goes and goes) contains a room with a glass floor, a very deep pit, and a very hot room containing a Piece of very hot metal that we cant cool down by EMPTYing the VASE. Even stranger, below the hot room is a dungeon like room where a Weak looking man cries, "Food! Food! I must have food!"
Four floors up, at last, is a single, glass-domed room at the top of the mansion -- its the SCORE room, with a "Drop treasures here then score" sign in the Scott Adams tradition.
Weve explored the accessible map, so its time to do some puzzle solving. We can WEAR the BOOTS from the entry hall. We can CLIMB the PLANT thats now grown where we planted a seed -- except the "Plant bends over and youre thrown to the ground, breaking every bone in your body!" and its time to restore again.

Theres now a hole in the cabinet window in the entry hall -- our false fire alarm earlier inspired the guard to break the glass and remove the axe, apparently, so now we can GET HOSE and TIE PLANT -- To what? -- TO POLE -- With what? -- WITH HOSE, allowing us to CLIMB PLANT successfully and enter a large bedroom. Theres a coat here, and closer examination reveals a Coat hanger. We cant seem to unlock the rooms locked interior door, so our only option is to go back out the window.
With the coat hanger in hand, we cant BEND or USE or INSERT HANGER or UNLOCK CAR... but we can UNLOCK DOOR -- How? -- WITH HANGER, and then open and GO DOOR (GO CAR fortunately yields Try: "GO DOOR"). We cant, however, START CAR, as it appears to be out of gas, which is probably why another car is available in the other parking lot.
With the hose (retrieved from its plant-securing position) and the emptied vase, we can SIPHON GAS. Then... hmmm... INSERT GAS, FILL CAR, FUEL CAR, GAS CAR... nothing seems to be working. But we cant DROP GAS... interesting... ah, we have to PUT GAS -- Where? -- IN CAR. It seems PUT takes the place of INSERT in this parsers construction. And now -- nope, we still cant start the car, probably because we dont have the keys.
What now? We cant OPEN GLOVEBOX, though the noun is recognized, unlike WHEEL or SEAT. We can EXAMINE DASHBOARD to find a couple of loose wires, and CONNECT WIRES, allowing us to fire up the engine at last. Theres a road going north from here, and while we cant GO NORTH sitting in the car we can DRIVE NORTH. Unfortunately, a few locations up the road, You get pulled over for speeding and when the cop finds out the sports car is stolen he arrests you!
Were now in a jail cell, with a Locked door, naturally. We cant PICK LOCK (the verb isnt recognized) or CUT LOCK with the wire cutters; UNLOCK DOOR yields Sorry, you have no key that fits. So we must have missed something prior to this point, and its time to QUIT and restore again.
I needed a hint at this point -- while EXAMINE BED doesnt suggest there are sheets present with which we can interact, EXAMINE SHEETS is recognized (though still, You see nothing special.) We have to GO BED to see a Nail file as well as the Sheets, and EXAMINE SHEETS to discover they are lined with gold, making * SHEETS * the first treasure weve found. Dropping them in the domed-roof room yields a SCORE of 10, on a scale of 0 to 100, so it seems well need to round up ten treasures.
Will the nail file help us escape from jail? Well, it might, as when we get arrested for speeding, the police confiscate the file. Trying again, I learn that we can PUT FILE / IN BOOTS, and thanks to shocking police incompetence, keep it long enough to FILE LOCK and escape the cell. We can even examine the unattended police desk, open a drawer and discover a * GOLDEN GUN *, a * GOLD POCKET WATCH * and some * MONEY *.
Driving back to the mansion, we dont run into any further obstacles; its a short trip to drop off the new treasures and get our score up to 40. Returning to the car, and heading further north, we can find another parking lot north of the speed trap (which fortunately doesnt trigger again.)
Theres a general store here, and a metal glove (which might be handy for piranha and hot metal handling.) The store clerk will let us BUY a BOX of cereal -- except I didnt bring any of the * MONEY * along. We dont get any change, so that treasure now seems to be lost, but when we EXAMINE (not OPEN) BOX we find... a Small lead figure? Hmmmm. Not the safest cereal premium ever offered...
If we GIVE BOX to the starving man (we have no way to warn him about the possible lead contamination) he eats it and runs off, leaving us with a * GOLD BAND * in return. So were back up to 4 treasures. And with the metal glove on, we can pick up the piece of hot metal, if we come up with any reason to do so. We can try to JUMP in the pit room, but thats fatal.
What else? There are those security doors on the first floor, and some apparatus reminiscent of Adams Impossible Mission adventure that suggest we need to create our own security cards. My earlier attempt produced a Blank picture; we cant PUT this PICTURE in the typewriter, or in the slot of the chair with the metal box, but we can put it on the glass plate of the strange machine. Putting it there, and pushing the small button in the next room... dang! It causes the machine to explode into a pile of smoking rubble, leaving the blank picture intact. This is probably not what we wanted to happen.
Dropping the hot metal on the room with the glass floor causes the floor to heat up... but that doesnt seem to have any real effect? Ahhhhh... walkthrough time again! I was supposed to get the water back after emptying the vase to siphon the gas, and this has to be done quickly as there is just enough time to put the gas in the car and return to retrieve the water. Mine evaporated long, long ago.
Soooo... its back to square one for a retracing of my steps up to this point. Now we can use the hot metal to heat up the glass floor, with a chaser of cold vase water to shatter the glass, creating a Hole in floor leading to a greenhouse. A sad looking gardener is here, but hes not distraught over being sealed away in an otherwise exitless greenhouse, perhaps to accompany R. Lansford in the afterlife; his primary concern is that he needs one seed, which is why the flowers yielded two earlier. We GIVE SEED and gain the gardeners * RARE COINS * collection in exchange. Theres also a backpack here, though it cant be opened, shaken or otherwise examined. With the coins, were up to 50%! Halfway done!
Now, about that camera... I thought maybe we could aim the camera up through the glass floor, but those rooms arent actually adjacent. I needed to reference the walkthrough again to understand that the camera is on a timer -- so after we push the button, we have to run back to the room with the mirror, open the curtains, and SHOW repeatedly for five turns (I tried to figure this mechanism out in more detail, but it seems to be very particular -- fewer turns doesnt seem to do the trick, and I dont think I would have guessed that SHOW was the magic verb.) Now we have a picture of ourselves (I am assuming, examination doesnt confirm this) that we can use to fake our way past the security doors.
This involves putting the picture in the typewriter (unlike the blank picture, the "real" picture inserts just fine) and TYPEing SECURITY (I first tried to TYPE MAINTENANCE, figuring I might be able to crack the lower level of security more easily to access the first camera-guarded room, but when we try to read the typed message afterward the game replies, "Sorry, you cant make it out"; the only successfully legible text is SECURITY, and fortunately we can type over any illegible text weve already tried.) We can now SHOW PICTURE at the northern security door, and it allows us to quickly dash into another metal room with a * SMALL RUBY *, some Sheets of cloth, and a small button used for exiting.
Now... can we augment this security picture to make it valid for maintenance also? I tried putting it on the strange machine, going to the microphone system, SAYing MAINTENANCE, and pushing that button; nothing changed in the other room. Pushing the button in the room closest to the machine destroys the equipment again, but we end up with an enlarged picture. This Large picture can be placed into the microphone chairs slot, and then after we say the magic word and push the button, we are returned an updated picture with MAINTENANCE typed on it (the picture is now too large to fit into the typewriter, so this is the only way to do this.) It seems odd that Mr. Lansford has more complicated security procedures around gaining maintenance access than an official security ID, but weve seen stranger systems in adventure games.
Now we can enter the maintenance area, obtaining a * SAPPHIRE RING * and some pieces of rope. 70% now, and were starting to run out of puzzles. What about the piranha? With the metal glove on, we can GET
We can EXAMINE BOX to reveal some chemicals, and a la Adams Voodoo Castle, MIX CHEMICALS -- the smoke somehow changes the lead figure into a * SMALL GOLD FIGURE *. (Man, I wish Id written down what those chemicals were before I started just randomly mixing them!)
What now? Theres that fatal pit left over... and we have some sheets of cloth, several pieces of rope, and a backpack, raising the suspicion that we can... MAKE PARACHUTE? Yep! We have to pick our Make-shift parachute up after assembling it, but we dont have to (and cant) WEAR it. We just JUMP at the edge of the pit, and now we are floating down; we have only one chance to snag a Metronome and a * DIAMOND * conveniently placed on passing ledges, before our parachute gets ripped to shreds and we land back in the organ room.
Simply STARTing the METRONOME and PLAYing the ORGAN again doesnt help the results at all -- odd? Ah (thanks, walkthrough!) -- we have to DROP METRONOME after starting it, and now that we got rhythm, the Music causes a secret panel to open! revealing a new passage containing a * SOLID GOLD BAR *.
We have all the treasures now, and taking these last few to the score room should yield the expected victory... except... after we type SCORE and confirm our 100 points, the treasures do something very odd, magically melding together and becoming something altogether different. Now theres a Half of a large electrum star in the room, and we cant go D to the rest of the mansion anymore. We cant GO STAR or JUMP to get sucked into it, but we can GET STAR -- and thus, we are presented with a password for The Lansford Mansion Adventure Part II -- which unfortunately never saw the light of day as far as I can discover. As its been a good 25 years weve been waiting now, Im just going to call that second game a forfeit and declare unmitigated victory!

The Lansford Mansion Adventure is not a perfect game -- its challenges arise too often from design assumptions that the reader may not share, or maybe the hints were just too subtle for me to pick up on. But I enjoyed the challenge, and the obvious Scott Adams homages, once I had a solution handy to help me through the frustrating bits. I wish the sequel had materialized; the disk image contains a LANSFORD/BIN and a LANSPRT2/BIN file, but these seem to be two binary sections of this one adventure. Onward we go!
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