Showing posts with label of. Show all posts
Showing posts with label of. Show all posts
Sunday, April 26, 2015
Gizmos Riddle of the Universe
Gizmos: Riddle of the Universe (Video Game) Download

Minimum System Requirements
- OS: Windows XP/Vista/7/8
- CPU: Pentium 4 @ 1.6 GHz Processor
- RAM: 1 GB
- Hard Drive: 100 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 "Gizmos Riddle of the Universe" >> "Game" folder.
- Then double click on "Gizmos" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Gizmos: Riddle of the Universe Free Download
Click Here to Download This GameGame Size: 85 MB
Password: www.apunkagames.net
Wednesday, April 15, 2015
7 Wonders Treasures of Seven Download Free Offline PC Game

Genre : Arcade, Puzzule
Platform : PC
Language : English
Size : 152 Mb
Recommended System Requirements
OS: Windows XP/Vista/7
Processor: 1.5 GHz Dual Core
RAM: 1 Gb
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 200 Mb free
Click On Below Link To Download






7 Wonders: Treasures of Seven Full Version PC Game Free Download
Screenshots






X Men Legends 2 Rise Of Apocalypse Download Free Offline PC Game

Genre : Action, RPG
Platform : PC
Language : English
Size : 1.35 GB
Minimum System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 2 GHz Dual Core
RAM: 1 GB
Video Memory: 256 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 3 GB free
Recommended System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 3.0 GHz Dual Core
RAM: 1 GB
Video Memory: 512 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 3 GB free
Click On Below Link To Download
X-Men Legends 2: Rise Of Apocalypse Full Version PC Game Free Download
Screenshots






Monday, April 6, 2015
Screenshot of the Week 22 Zombie Apocalypse Fashion!
It has been an interesting week with PAX South taking place this weekend in San Antonio, for the first time in the southern area of USA. Usually developers save their big titles for bigger conventions like E3 or Gamescom, even so, some interesting titles have been announced this weekend.
After the teasing at the end of the Season 2 Living Story, ArenaNet has revealed its first expansion for Guild Wars 2, called Heart of Thorns.
The expansion will take the players into a vertically progressing area in the Heart of Maguuma jungle. New exciting features have been listed for both PvE and PvP.
Probably the biggest thing that ArenaNet did with this expansion was to show that MMORPGs progression can be done without destroying the previous progression that the players worked for (the gear). The level cap will remain unchanged with the release of Heart of Thorns and a newer progression system has been added to the game called masteries, which will allow players to upgrade their character with various abilities, including a hang glinding which will help with the exploration of the new zones.
Classes will receive specializations which resembles the dual class system from the first Guild Wars. The specializations will allow a class to use new weapons and gain new abilities from that. An example has been given for Rangers which now can specialize in Druid and use the staff.
A new class has been announced as well, the Revenant, with the legendary charr Rytlock Brimstone returning from the Mists as the first Revenant. This class will draw from the power of ancient heroes and wield it at their advantage.
PvP will receive a great deal of attention with a new Borderland being added to the WvW, which is going to be much more objective focused, and the older areas being redesigned to work in a similar way. This will hopefully stop the zerg play in WvW and make this mode more strategic.
Structured PvP has received a new game mode named Stronghold which seems MOBA inspired, in this mode two teams will face each other and gather resources which can be spent on recruiting soldiers to help pushing towards the enemy stronghold. With this new mode the long awaited Guild vs Guild feature is making a return in Guild Wars 2 including a ranking system for it(finally!).
Guild Halls will be introduced into the game to serve as a sanctuary for the guild members and adding more to the guild progression system.
Overall the expansion features sound absolutely great, the new areas look amazing and the idea of keeping the progress made so far is lovely. There weren’t any mentions about new dungeons or other PvE content, but ArenaNet said they will take events to the next level.
Another big announcement from PAX South comes from Brian Fargo and his studio inXile Entertainment and is great news for RPG fans. They have been hinting a new RPG and everyone has been speculating but now it is clear which one, The Bard’s Tale 4 is the next big title from inXile and it will most likely come after the release of Torment: Tides of Numenera.
The game will be a sequel to 1988 The Bard’s Tale 3 and it will feature a turn-based combat system. A Kickstarter crowdfunding campaign will be launched later this year for this title and more details are expected then.
I haven’t played much this week and the time I had for gaming I spent it playing The Secret World, making my way to Tokyo to see what really happened there. I’m enjoying the game despite the fact that its “end game” is quite grindy, a thing I really hate in MMORPGs, but the experience up to that point is atmospheric and immersive.
Despite talking so much about Guild Wars 2 in this article, the screenshot of this week won’t be from this game or The Secret World, but from my short DayZ adventure.
![]() |
| Im so pretty! |
I couldn’t keep up with my schedule, again, I had troubles writing about some of the strategy games that are coming this year so I had to research a lot. But the new article is due for release tomorrow. I hope I can keep up with the other two articles I have planned (that clearly won’t happen) before this month ends, they aren’t that big, but there are enough upcoming titles to be presented in them.
In the meantime, please share my articles and follow me on Steam and on Twitter!!
Thanks!!!
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Adventure of the Week Stranded 1992
I had no idea what I wanted to play this week, so I rooted around in the archives at random and came upon Stranded, a text adventure for the Sinclair Spectrum ZX home computer popular in the United Kingdom. Its yet another escape-the-alien-planet tale, written by Dave Hawkins and published rather late as text adventures go, coming out in 1992 courtesy of the dedicated adventure publishers at Zenobi Software.

The game was written in PAW, a descendant of the popular authoring system The Quill. The Spectrums generous 48K of RAM allows for lots of detailed text, so while the game is fairly simple theres a lot of detail on display. The games interface is impatient -- if were not providing input, it assumes a WAIT command from time to time -- but this doesnt seem to cause any gameplay problems, and I may only have noticed it because I spend so much time taking notes while playing.
Once again, I encourage interested readers to get Stranded themselves before proceeding below. This is a pleasant and generally logical adventure, marred only by some hidden items and a few parser struggles. My playthrough diary commences shortly, and there will necessarily be a comprehensive and ruthless series of...
***** SPOILERS AHEAD! *****

We begin, as is usual for these sorts of adventures, in the cockpit of our space transport, the Talisman, following the also-traditional emergency landing. The ship is still spaceworthy, but not functioning properly, so our primary goal seems clear -- we have to figure out what ails our trusty spacecraft and get her back into the air. At the outset, we have no inventory and are wearing "nothing," so it seems we are ill-prepared for an adventure across an alien world, but we will likely be able to find the necessary items if we poke around the neighborhood enough.
The ships control panel has a red button and a black button. The red one does nothing at the moment, but the black one opens the doors to the west; we actually have to PUSH BLACK BUTTON, the usual PUSH BLACK shortcut isnt recognized, suggesting that this parser handles -- nay, insists on -- adjectives. A cargo hold to the south contains a flat droid battery (flat means dead, I presume, not shaped like a watch battery) and some mining explosives, as well as Maxwell, the service droid, who is currently powered down. The engine hold south of the cargo hold contains an empty cuplink, meant to hold a power crystal that isnt there, so now we know what were looking for.
Outside the Talisman we find ourselves on a rocky plateau. We can DETONATE EXPLOSIVES (theres a visible switch on the mining explosives for the purpose, but PUSH SWITCH and PRESS SWITCH dont do the job), but this is only useful if we wish to kill ourselves while were holding them.
West of the plateau we suddenly find ourselves in a jungle, with animal tracks leading in several directions, as though weve stepped out of one adventure genre and straight into another. A clearing to the northeast contains a strange tree in its center. We cant climb it, though it seems the obvious thing to do, as some bees surrounding it begin to sting us when we try. Well probably need some protective gear.
Further north is a sweet-smelling cave entrance, guarded by a rare two-headed Bagalurk. West of this area is another path leading to a temple; we can acquire some dried grass on the way. The temple is dedicated to the Flarg god Jhyopi, presumably phonetic spellings of an alien language that our narrator fortunately understands. An antechamber to the north seems dangerous -- the floor is lower than the incoming steps, and we hear stone scraping against stone after we enter. Are we about to plunge into a pit of spikes? Ah, no -- that was the sound of the temple door opening outside, and it instantly closes again when we leave the chamber. Well probably want to put something heavy in here to keep the door open.
The western section of the jungle is blocked by heavy vegetation, for now at least. We can try to go U to a rocky ledge but are informed that "You cant reach!"
The southern path through the jungle forks, leading southeast to a Flarg village (the Flarg being the aboriginal culture here, to a stereotypical degree -- they live in small grass huts with a huge stone idol nearby, presumably for regular worship services.) A hut we can enter contains a can of Lubri-plus Lubricating oil and a large coiled Groba-rock snake who will bite us before slithering off if we simply GET OIL. After being bitten we start feeling much weaker (per INVENTORY) and are probably not long for this world... yes, were dead in ten turns or so, so were going to have to restore an earlier save and forego taking the oil for now.
A burial mound east of the Flarg village is haunted by a wailing spirit, guarding some Flarg luck beads with its intense wails and shrieks. Were not able to take the beads due to the noise, and there doesnt seem to be any way to grab them from a little farther way.
At some point we may encounter an attractive Flarg woman, though its not clear whether human or Flarg standards are being applied; the use of the word attractive makes me wonder if were not actually on an alien planetoid after all, but have simply taken a wrong turn and ended up in the village of Flarg. She seems confused, much like the player, though we cant understand her language as we try fruitlessly to EXAMINE or KISS her. I tried to follow her and ended up near the Flarg idol -- the local chieftain was not happy to see me, and killed me with a flint axe. So we should avoid that area for now, though before our untimely death we did see an empty power crystal there, which we will definitely want to obtain at some point.
A plexiglas dome to the west features a pile of wood and a happily chirping bird. We can try to TAKE BIRD, but it struggles free and flies out of reach, without leaving the room. Oddly, if we try to KISS BIRD we end up with it in inventory, and can then DROP and TAKE it easily; I think this is a bug, as theres a cage hidden elsewhere in the map thats probably meant to solve this little puzzle the right way. The dome is impenetrable, but its exterior features a small credit-card-sized slot.
With the wood, the flint and the dried grass, we can go to the strange tree and MAKE FIRE (BURN WOOD and BURN GRASS dont work) and see that The acrid smoke soon disperses the thick swarm. And now... well, we still cant climb the tree, because the smoke is too thick and we start choking every time we try. Can we EXTINGUISH FIRE or COVER FIRE? Apparently not; well just have to hope Smokey the Bear doesnt show up to disapprove.
Can we help the wailing Flarg spirit at the burial site? GIVE BIRD TO SPIRIT accomplishes nothing, except that the happy little bird vanishes from the game world; this seems to happen any time we use GIVE in an inappropriate or an unexpected manner, so we soon learn to avoid using it. But we will need to try it on occasion -- EXAMINE WOMAN reveals that the Flarg beauty is about 19 years old, and is carrying a plastic security card.
I was getting stuck here -- the world was pretty much mapped out but I was not making any progress on the puzzles. Dorothys walkthrough at CASA suggests that we can not only EXAMINE items, but we can SEARCH parts of the environment for different results. This was useful -- searching the vegetation finds a rusty cage, though it seems we dont need it thanks to our deviant bird-kissing ways.
We cant carry much -- 4 items seems to be the limit, though there are exceptions when solving a puzzle stuffs a new item into inventory.
We can DETONATE EXPLOSIVES at the burial site, if we drop them first so we dont detonate ourselves in the process. The explosion doesnt do the same thing as digging, it just makes a small crater. But the explosion temporarily deafens us, making us immune to the spirits wailing so we can grab the beads. We can then give the beads to the Flarg woman, obtaining the card in exchange.
Now we can enter the plexiglas dome... except INSERT CARD just drops it on the ground. We have to PUT CARD IN SLOT, which causes the door to open; the card is returned to us for reuse, though in point of fact once weve used it we dont need to unlock the entrance again.
Entering the dome, we find ourselves in an elevator with a red, blue and black button. The color-coding is consistent here, it seems; PUSH BLACK BUTTON closes the elevator door. PUSH BLUE BUTTON does nothing at this point; PUSH RED BUTTON causes the room to feel like it is revolving, and the opposite is true after weve pushed the red button once, allowing us to switch between the two areas accessible from the elevator.
A storeroom south of the elevator contains a boiler suit, a blank holograph disc, and a big metal table, 6ft by 4ft and ... made of high-tension plexi-chrome. Its heavy and we cant pick it up, but we can PUSH TABLE NORTH... so maybe we can get it into the temple room far to the north. We can, but it doesnt seem to be heavy enough to keep the temple door open. Drat!
Well, what else can we do in the dome? The boiler suit is dirty and old, apparently belonging to a worker; weve seen security patrolling the western corridor, so perhaps we should wear it as a disguise. The security guard doesnt seem to bother us as long as we are wearing it.
The Power Plant room contains a battery recharger; we cant PUT BATTERY IN RECHARGER (misleadingly, the parser indicates that I dont think putting that there is going to help at the moment) but we can CHARGE BATTERY.
This is good, because we may need Maxwell the service droid to help out, as some doors to the north are blocked by a keypad with a 12-pin droid interface. The Spares Room to the west has a high shelf with something on it we cant quite see. If we SEARCH PARTS at ground level, we can find an Electro-spanner. Im now realizing that I was probably supposed to push the table into this room so we can see whats on the shelf. A control room upstairs has a complex instrument panel we cant understand.
Using the table, we can LOOK SHELF (EXAMINE SHELF fails) to discover a twelve pin interface extension arm for the C class droid. We will likely need this, but I cant figure out how to take it -- it doesnt seem to be a TWELVE PIN INTERFACE, an EXTENSION ARM, or an ARM, or a TWELVE PIN INTERFACE EXTENSION ARM.
Well, first things first. PUT BATTERY IN MAXWELL wakes him up; we cant command him with the Infocom convention, i.e., MAXWELL, FOLLOW ME, but he clearly wants to repair the ship and will follow us once hes activated, expressing general doubts about our abilities all the while.
Back in the factory, GIVE ARM TO MAXWELL fails because were not holding it, so ARM appears to be the right word. Ah -- the parser is being picky again, as TAKE ARM does not work but TAKE ARM FROM SHELF does. Now can we get Maxwell to open the door using the panel? USE PANEL, CONNECT MAXWELL TO PANEL, and MAXWELL, OPEN DOOR all seem to fail. I had to reference the walkthrough to learn we must instead SAY TO MAX "OPEN DOOR".
We can now access a loading bay, and another storeroom containing a holograph projector and a full-length mirror. The projector is also a recorder, apparently, with on/off/play/record buttons. We can use it to record our surroundings using the blank disc we found earlier... PUT DISC IN PROJECTOR, PUSH ON, PUSH RECORD -- but Im not sure why we want to do this. Maybe we can use it to conceal our presence in the room later on. The projector is portable, but the disc can only be used once, so I restored in case a more useful opportunity presents itself.
Stumped again, so I was glad to learn that we can SEARCH HOLD in the spaceship to find a towel -- shades of Douglas Adams! We can also use the table to climb the "rocky shelf" in the jungle (an intentional word choice, it seems) to reach an Outcrop, leading to a Small Dell where a stream flows. Now we can SOAK TOWEL, and hopefully put out the bee-smoking fire... hmmm. COVER FIRE WITH TOWEL doesnt work, the parser thinks the fire is much too hot to touch. I tried to THROW TOWEL, and again EXTINGUISH FIRE... no luck. I tried to WRING TOWEL and SQUEEZE TOWEL... ack. Ah... we have to WEAR TOWEL, presumably over our face, and now we can climb the tree without choking, and discover a beehive, though we must GET HIVE and not foolishly attempt something entirely stupid like trying to GET BEEHIVE. We may observe that Maxwell the service droid happily follows us up and down the tree, sporting a highly advanced propulsion system that makes R2-D2 look like a Roomba.
Now what to do with this hive of bees, so long in the fetching? The first thing I tried worked -- we can THROW HIVE, and the honey-loving two-headed Bagalurk chases it. Except... he doesnt leave the area, so we still cant enter the cave. Ah! Walkthrough to the rescue -- we have to THROW HIVE WEST so he will leave the area; he continues to hang out in that location, but hes never really a threat, we just needed to clear him away from the cave entrance.
Inside the cave we find a Flarg witch doctors costume. Disguises seem a common device in this game. If we WEAR COSTUME, the Flarg chieftain doesnt immediately throw a fatal axe in our direction. But if we try to TAKE CRYSTAL, the chief yells and snatches it back. Hmmm.
We can get the oil from the hut by THROWing the BIRD at the snake, who slithers off. I had to reference the walkthrough once again to learn that we can EXAMINE WALLS in the cave to find a strange, green glowing rock. And that we can SAY TO MAX "WAIT" to get him to stay in the temple ante-chamber and keep the door open for us.
Before we enter the temple, it seems weve used most of the available items now. Can we use the holograph projector to distract the chief? Yes -- I recorded some footage of the cave, dropped the projector in the idol area and turned it on in PLAY mode, allowing me to take the crystal while the Flarg leader was inexplicably mesmerized by static footage of a cave situated within a short walking distance from the village. I guess the Flarg are pretty hard up for entertainment.
Now we enter the temple -- presumably the glowing rock is illuminating the area so we dont have to stumble around in the dark. A huge stone statue of the Flarg god Jhyopi sits cross-legged on the floor, with an altar in his lap. A chamber to the north contains a winch handle, which is rusted, hence the need for the oil can. Turning the handle opens the roof, allowing a beam of sunlight to shine down into the temple. What now? I put the crystal on the altar, along with the glowing rock, but nothing seemed to happen. (We can also TAKE [object] FROM ALTAR to retrieve it.)
Oh, wait -- bad assumption on my part, the sunlight isnt necessarily shining down on the altar. Its time to go back to the industrial dome and grab the mirror found in the boiler area; we DROP MIRROR with the roof open, and now the light strikes the crystal with a blinding flash. Good thing I made a map -- oh, wait, its not literally (or at least not permanently) blinding.
The crystal is now fully charged. We put it in the Talismans engine room cuplink, close the door, PUSH RED BUTTON and... You seem to have left some cargo behind. Oh, no, is this one of those collect-all-the-available-junk-to-stretch-out-the-gameplay puzzles? Ah -- Maxwell is still holding the doors open at the temple. Maybe hes the key cargo we need, and hes ready and willing to follow us back to the ship with a simple SAY TO MAX "FOLLOW ME" command. That was the sticking point -- now were on our way home, victorious!

Stranded was a bit of a mixed bag for me -- it has some interesting puzzles, but it never really establishes a strong sense of an alien environment, aside from a few high-tech gadgets that might as well have been magical in nature. The parser struggles provided the biggest challenges, though there were certainly enough obtuse puzzles (like using the explosives to deafen ourselves) that I dont think Id have gotten very far without help.
Still, while Stranded is derivative, its competently written and coded, with readable prose and proper grammar and spelling. Mr. Hawkins wrote a couple of other adventure games, and I wouldnt object to sampling more of his work someday.
Read more »

The game was written in PAW, a descendant of the popular authoring system The Quill. The Spectrums generous 48K of RAM allows for lots of detailed text, so while the game is fairly simple theres a lot of detail on display. The games interface is impatient -- if were not providing input, it assumes a WAIT command from time to time -- but this doesnt seem to cause any gameplay problems, and I may only have noticed it because I spend so much time taking notes while playing.
Once again, I encourage interested readers to get Stranded themselves before proceeding below. This is a pleasant and generally logical adventure, marred only by some hidden items and a few parser struggles. My playthrough diary commences shortly, and there will necessarily be a comprehensive and ruthless series of...
***** SPOILERS AHEAD! *****

We begin, as is usual for these sorts of adventures, in the cockpit of our space transport, the Talisman, following the also-traditional emergency landing. The ship is still spaceworthy, but not functioning properly, so our primary goal seems clear -- we have to figure out what ails our trusty spacecraft and get her back into the air. At the outset, we have no inventory and are wearing "nothing," so it seems we are ill-prepared for an adventure across an alien world, but we will likely be able to find the necessary items if we poke around the neighborhood enough.
The ships control panel has a red button and a black button. The red one does nothing at the moment, but the black one opens the doors to the west; we actually have to PUSH BLACK BUTTON, the usual PUSH BLACK shortcut isnt recognized, suggesting that this parser handles -- nay, insists on -- adjectives. A cargo hold to the south contains a flat droid battery (flat means dead, I presume, not shaped like a watch battery) and some mining explosives, as well as Maxwell, the service droid, who is currently powered down. The engine hold south of the cargo hold contains an empty cuplink, meant to hold a power crystal that isnt there, so now we know what were looking for.
Outside the Talisman we find ourselves on a rocky plateau. We can DETONATE EXPLOSIVES (theres a visible switch on the mining explosives for the purpose, but PUSH SWITCH and PRESS SWITCH dont do the job), but this is only useful if we wish to kill ourselves while were holding them.
West of the plateau we suddenly find ourselves in a jungle, with animal tracks leading in several directions, as though weve stepped out of one adventure genre and straight into another. A clearing to the northeast contains a strange tree in its center. We cant climb it, though it seems the obvious thing to do, as some bees surrounding it begin to sting us when we try. Well probably need some protective gear.
Further north is a sweet-smelling cave entrance, guarded by a rare two-headed Bagalurk. West of this area is another path leading to a temple; we can acquire some dried grass on the way. The temple is dedicated to the Flarg god Jhyopi, presumably phonetic spellings of an alien language that our narrator fortunately understands. An antechamber to the north seems dangerous -- the floor is lower than the incoming steps, and we hear stone scraping against stone after we enter. Are we about to plunge into a pit of spikes? Ah, no -- that was the sound of the temple door opening outside, and it instantly closes again when we leave the chamber. Well probably want to put something heavy in here to keep the door open.
The western section of the jungle is blocked by heavy vegetation, for now at least. We can try to go U to a rocky ledge but are informed that "You cant reach!"
The southern path through the jungle forks, leading southeast to a Flarg village (the Flarg being the aboriginal culture here, to a stereotypical degree -- they live in small grass huts with a huge stone idol nearby, presumably for regular worship services.) A hut we can enter contains a can of Lubri-plus Lubricating oil and a large coiled Groba-rock snake who will bite us before slithering off if we simply GET OIL. After being bitten we start feeling much weaker (per INVENTORY) and are probably not long for this world... yes, were dead in ten turns or so, so were going to have to restore an earlier save and forego taking the oil for now.
A burial mound east of the Flarg village is haunted by a wailing spirit, guarding some Flarg luck beads with its intense wails and shrieks. Were not able to take the beads due to the noise, and there doesnt seem to be any way to grab them from a little farther way.
At some point we may encounter an attractive Flarg woman, though its not clear whether human or Flarg standards are being applied; the use of the word attractive makes me wonder if were not actually on an alien planetoid after all, but have simply taken a wrong turn and ended up in the village of Flarg. She seems confused, much like the player, though we cant understand her language as we try fruitlessly to EXAMINE or KISS her. I tried to follow her and ended up near the Flarg idol -- the local chieftain was not happy to see me, and killed me with a flint axe. So we should avoid that area for now, though before our untimely death we did see an empty power crystal there, which we will definitely want to obtain at some point.
A plexiglas dome to the west features a pile of wood and a happily chirping bird. We can try to TAKE BIRD, but it struggles free and flies out of reach, without leaving the room. Oddly, if we try to KISS BIRD we end up with it in inventory, and can then DROP and TAKE it easily; I think this is a bug, as theres a cage hidden elsewhere in the map thats probably meant to solve this little puzzle the right way. The dome is impenetrable, but its exterior features a small credit-card-sized slot.
With the wood, the flint and the dried grass, we can go to the strange tree and MAKE FIRE (BURN WOOD and BURN GRASS dont work) and see that The acrid smoke soon disperses the thick swarm. And now... well, we still cant climb the tree, because the smoke is too thick and we start choking every time we try. Can we EXTINGUISH FIRE or COVER FIRE? Apparently not; well just have to hope Smokey the Bear doesnt show up to disapprove.
Can we help the wailing Flarg spirit at the burial site? GIVE BIRD TO SPIRIT accomplishes nothing, except that the happy little bird vanishes from the game world; this seems to happen any time we use GIVE in an inappropriate or an unexpected manner, so we soon learn to avoid using it. But we will need to try it on occasion -- EXAMINE WOMAN reveals that the Flarg beauty is about 19 years old, and is carrying a plastic security card.
I was getting stuck here -- the world was pretty much mapped out but I was not making any progress on the puzzles. Dorothys walkthrough at CASA suggests that we can not only EXAMINE items, but we can SEARCH parts of the environment for different results. This was useful -- searching the vegetation finds a rusty cage, though it seems we dont need it thanks to our deviant bird-kissing ways.
We cant carry much -- 4 items seems to be the limit, though there are exceptions when solving a puzzle stuffs a new item into inventory.
We can DETONATE EXPLOSIVES at the burial site, if we drop them first so we dont detonate ourselves in the process. The explosion doesnt do the same thing as digging, it just makes a small crater. But the explosion temporarily deafens us, making us immune to the spirits wailing so we can grab the beads. We can then give the beads to the Flarg woman, obtaining the card in exchange.
Now we can enter the plexiglas dome... except INSERT CARD just drops it on the ground. We have to PUT CARD IN SLOT, which causes the door to open; the card is returned to us for reuse, though in point of fact once weve used it we dont need to unlock the entrance again.
Entering the dome, we find ourselves in an elevator with a red, blue and black button. The color-coding is consistent here, it seems; PUSH BLACK BUTTON closes the elevator door. PUSH BLUE BUTTON does nothing at this point; PUSH RED BUTTON causes the room to feel like it is revolving, and the opposite is true after weve pushed the red button once, allowing us to switch between the two areas accessible from the elevator.
A storeroom south of the elevator contains a boiler suit, a blank holograph disc, and a big metal table, 6ft by 4ft and ... made of high-tension plexi-chrome. Its heavy and we cant pick it up, but we can PUSH TABLE NORTH... so maybe we can get it into the temple room far to the north. We can, but it doesnt seem to be heavy enough to keep the temple door open. Drat!
Well, what else can we do in the dome? The boiler suit is dirty and old, apparently belonging to a worker; weve seen security patrolling the western corridor, so perhaps we should wear it as a disguise. The security guard doesnt seem to bother us as long as we are wearing it.
The Power Plant room contains a battery recharger; we cant PUT BATTERY IN RECHARGER (misleadingly, the parser indicates that I dont think putting that there is going to help at the moment) but we can CHARGE BATTERY.
This is good, because we may need Maxwell the service droid to help out, as some doors to the north are blocked by a keypad with a 12-pin droid interface. The Spares Room to the west has a high shelf with something on it we cant quite see. If we SEARCH PARTS at ground level, we can find an Electro-spanner. Im now realizing that I was probably supposed to push the table into this room so we can see whats on the shelf. A control room upstairs has a complex instrument panel we cant understand.
Using the table, we can LOOK SHELF (EXAMINE SHELF fails) to discover a twelve pin interface extension arm for the C class droid. We will likely need this, but I cant figure out how to take it -- it doesnt seem to be a TWELVE PIN INTERFACE, an EXTENSION ARM, or an ARM, or a TWELVE PIN INTERFACE EXTENSION ARM.
Well, first things first. PUT BATTERY IN MAXWELL wakes him up; we cant command him with the Infocom convention, i.e., MAXWELL, FOLLOW ME, but he clearly wants to repair the ship and will follow us once hes activated, expressing general doubts about our abilities all the while.
Back in the factory, GIVE ARM TO MAXWELL fails because were not holding it, so ARM appears to be the right word. Ah -- the parser is being picky again, as TAKE ARM does not work but TAKE ARM FROM SHELF does. Now can we get Maxwell to open the door using the panel? USE PANEL, CONNECT MAXWELL TO PANEL, and MAXWELL, OPEN DOOR all seem to fail. I had to reference the walkthrough to learn we must instead SAY TO MAX "OPEN DOOR".
We can now access a loading bay, and another storeroom containing a holograph projector and a full-length mirror. The projector is also a recorder, apparently, with on/off/play/record buttons. We can use it to record our surroundings using the blank disc we found earlier... PUT DISC IN PROJECTOR, PUSH ON, PUSH RECORD -- but Im not sure why we want to do this. Maybe we can use it to conceal our presence in the room later on. The projector is portable, but the disc can only be used once, so I restored in case a more useful opportunity presents itself.
Stumped again, so I was glad to learn that we can SEARCH HOLD in the spaceship to find a towel -- shades of Douglas Adams! We can also use the table to climb the "rocky shelf" in the jungle (an intentional word choice, it seems) to reach an Outcrop, leading to a Small Dell where a stream flows. Now we can SOAK TOWEL, and hopefully put out the bee-smoking fire... hmmm. COVER FIRE WITH TOWEL doesnt work, the parser thinks the fire is much too hot to touch. I tried to THROW TOWEL, and again EXTINGUISH FIRE... no luck. I tried to WRING TOWEL and SQUEEZE TOWEL... ack. Ah... we have to WEAR TOWEL, presumably over our face, and now we can climb the tree without choking, and discover a beehive, though we must GET HIVE and not foolishly attempt something entirely stupid like trying to GET BEEHIVE. We may observe that Maxwell the service droid happily follows us up and down the tree, sporting a highly advanced propulsion system that makes R2-D2 look like a Roomba.
Now what to do with this hive of bees, so long in the fetching? The first thing I tried worked -- we can THROW HIVE, and the honey-loving two-headed Bagalurk chases it. Except... he doesnt leave the area, so we still cant enter the cave. Ah! Walkthrough to the rescue -- we have to THROW HIVE WEST so he will leave the area; he continues to hang out in that location, but hes never really a threat, we just needed to clear him away from the cave entrance.
Inside the cave we find a Flarg witch doctors costume. Disguises seem a common device in this game. If we WEAR COSTUME, the Flarg chieftain doesnt immediately throw a fatal axe in our direction. But if we try to TAKE CRYSTAL, the chief yells and snatches it back. Hmmm.
We can get the oil from the hut by THROWing the BIRD at the snake, who slithers off. I had to reference the walkthrough once again to learn that we can EXAMINE WALLS in the cave to find a strange, green glowing rock. And that we can SAY TO MAX "WAIT" to get him to stay in the temple ante-chamber and keep the door open for us.
Before we enter the temple, it seems weve used most of the available items now. Can we use the holograph projector to distract the chief? Yes -- I recorded some footage of the cave, dropped the projector in the idol area and turned it on in PLAY mode, allowing me to take the crystal while the Flarg leader was inexplicably mesmerized by static footage of a cave situated within a short walking distance from the village. I guess the Flarg are pretty hard up for entertainment.
Now we enter the temple -- presumably the glowing rock is illuminating the area so we dont have to stumble around in the dark. A huge stone statue of the Flarg god Jhyopi sits cross-legged on the floor, with an altar in his lap. A chamber to the north contains a winch handle, which is rusted, hence the need for the oil can. Turning the handle opens the roof, allowing a beam of sunlight to shine down into the temple. What now? I put the crystal on the altar, along with the glowing rock, but nothing seemed to happen. (We can also TAKE [object] FROM ALTAR to retrieve it.)
Oh, wait -- bad assumption on my part, the sunlight isnt necessarily shining down on the altar. Its time to go back to the industrial dome and grab the mirror found in the boiler area; we DROP MIRROR with the roof open, and now the light strikes the crystal with a blinding flash. Good thing I made a map -- oh, wait, its not literally (or at least not permanently) blinding.
The crystal is now fully charged. We put it in the Talismans engine room cuplink, close the door, PUSH RED BUTTON and... You seem to have left some cargo behind. Oh, no, is this one of those collect-all-the-available-junk-to-stretch-out-the-gameplay puzzles? Ah -- Maxwell is still holding the doors open at the temple. Maybe hes the key cargo we need, and hes ready and willing to follow us back to the ship with a simple SAY TO MAX "FOLLOW ME" command. That was the sticking point -- now were on our way home, victorious!

Stranded was a bit of a mixed bag for me -- it has some interesting puzzles, but it never really establishes a strong sense of an alien environment, aside from a few high-tech gadgets that might as well have been magical in nature. The parser struggles provided the biggest challenges, though there were certainly enough obtuse puzzles (like using the explosives to deafen ourselves) that I dont think Id have gotten very far without help.
Still, while Stranded is derivative, its competently written and coded, with readable prose and proper grammar and spelling. Mr. Hawkins wrote a couple of other adventure games, and I wouldnt object to sampling more of his work someday.
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