The Curse of the Werewolves - Collector's Edition (PC DVD) - Kostenloser Versand ab 29€. Jetzt bei cairnshotelstoday.com bestellen! cairnshotelstoday.com vergleicht die günstigsten Preise für The Curse of the Werewolves auf dem deutschen Markt für digitale Spiele Downloads, um für Euch die. [ ] A strange curse has fallen on the village. Werewolves murder villagers every night. Villagers must work together to eliminate this new scourge. Inselcode.
• WEREWOLVES •Stellen Sie sich dem furchterregenden Werwolf bei Vollmond im Curse of the Werewolf Megaways-Slot und gewinnen Sie einen fantastischen Preis! Mit zwei. Welcome to the Curse of the Werewolves - a hidden object adventure game with blood-chilling visuals and an enthralling storyline. Delve into the dark story of. Schauen Sie sich Screenshots an, lesen Sie aktuelle Kundenrezensionen, und vergleichen Sie Bewertungen für The Curse of the Werewolves.
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In unseren Guts Bewertungen hat die Spielbank in erster Curse Werewolves mit der riesigen. - Interessiert an Curse of the Werewolf Megaways™?Daily Players: 33, Welcome to the Curse of the Werewolves - a hidden object adventure game with blood-chilling visuals and an enthralling storyline. Delve into the dark story of. The Curse of the Werewolves - Collector's Edition (PC DVD) - Kostenloser Versand ab 29€. Jetzt bei cairnshotelstoday.com bestellen! Willkommen zu Fluch der Werwölfe - einem Horror-Such-Adventure mit atemberaubender Grafik und packender Story. Erlebe das Grauen, das Ashley in diesem. Schauen Sie sich Screenshots an, lesen Sie aktuelle Kundenrezensionen, und vergleichen Sie Bewertungen für The Curse of the Werewolves.
You will find an additional warning in the walkthrough so you know exactly where the problem occurs. As soon as the main game ends, and you have watched the explanation to what has happened to you, the bonus chapter begins.
What now? If you kill the Grand Oak first and don't have the wood, talk to the hermit, and he will offer to make you 'invisible' by enchanting a Werewolf Pelt , which you probably have since you picked it when killing them along the way.
You also cannot kill the hermit even with forced attack during dialogue with him and will not find anything in the tree stump, i.
As he 'teleports' away from your knife attack, Morrigan or Wynne will mention his use of illusions. You can also side with the Grand Oak by trading for the acorn, return the acorn to the Oak, and then come back to the Hermit and mess with his stump.
This will cause the Hermit to attack. Note for PC: With the latest patch for PC it is no longer possible to kill both Mad Hermit and The Grand Oak using the method described above, because you can't leave the area while in Combat Mode, and you will stay in Combat Mode until the Hermit and his Allies are dead.
Also, if you run to an Exit after having initiated Combat, the Hermit and his Allies will follow you, you cannot out-run them.
The northeast path has several bears. Past them, the clearing in front of the ruins in this area is guarded by two ogres.
When the Warden approaches the Mad Hermit's clearing, he will teleport in the middle of the camp, swinging fists to the empty air, dancing and overall being faithful to his name.
Engage him in dialogue, and he'll offer to help you reach the center of the Forest if you kill the Grand Oak in the Western Brecilian Forest and provide him with a Werewolf Pelt.
The Warden has now various options, as described in the Mad Hermit entry, to receive the help they require to cross the magical barrier in the forest.
They all involve a trip back to the Grand Oak so, keep your eyes open for newly spawned patrols in the forest. On the other side of the Magic Barrier, the Warden will encounter Swiftrunner once again.
The dialogue may lead to more unanswered questions about the conflict between the Dalish elves and the werewolves, but will also lead to an unavoidable fight with Swiftrunner and 3 rabid werewolves.
When Swiftrunner's health gets too low, Witherfang will make an appearance, and bring the fighting to an abrupt end, allowing Swiftrunner to flee.
Just ahead lies the Southern Ancient Tombstone. Past the Southern Ancient Tombstone the Warden will have a brief encounter with another named werewolf, the Gatekeeper , and a couple of his aides.
They will run away before the Warden can do anything, but drop a hint about a "Lady" to be protected. Beyond this point lies the entrance to the Brecilian Ruins.
The Warden enters this level from the eastern corridor, in a large room where a couple of werewolves give the party their own brand of welcome.
The stairs leading down and north-ward from this room lead to the Lair of the Werewolves, the Warden's objective.
Unfortunately, the door is barred and to reach the lair the Warden will have to travel the long way through both the upper and lower level of the ruins to find a second entrance your quest log will update, telling you that you need to find an alternative path.
The only way is beyond the door facing west, where the Warden will meet giant spiders and Web Traps. Straight ahead, and to the north the Warden will find a couple of small rooms with columns, some Piles of Rubble and Cocoons.
The party should follow the south branch, which leads downstairs. As you descend, you'll hear the sound of a large creature in the distance, along with an auto-save, as well as nervous comments by your companions.
At the bottom you'll enter a larger room with a few corpses lying around and a round mosaic in the center. There are a number of traps surrounding the mosaic.
When you cross the mosaic, a Dragon will swoop down and attack. If the party includes a character that can disable traps, some of them can be disarmed before starting the fight with the Dragon.
The Dragon may drop a generic armor chest piece. The corpses, chests, and the Dragon Hoard in the room will make up for it. The Hoard will yield Falon'Din's Reach unlocking Codex entry: Falon'Din: Friend of the Dead, the Guide and a Silver Medallion , along with a large selection of gems, potions, and gold.
At the end lies the stairs to the Lower Ruins. The Warden enters this level from the northern path in the middle of the map. The first thing the companions are likely to notice is a ghostly elf just ahead of the group.
The spirit will move away as the party approaches, but a group of undead skeletons and corpses will raise up and attack.
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Your Rating. Send a customized email about this game to a friend. Your Name. So atmospheric and so beautiful looking The storyline is also very good and it doesn't leave too many questions unanswered and that's great in these types of games.
I'm really saddened by all the bad reviews people gave this gem but the game being absolutely awesome more than makes up for it. So much, much more!
Rated 5 out of 5 by Snowview from wolves everywhere As another reviewer said, you will love or hate this game.
I loved it! This is only the 3rd game of the horror genre that goes on my favorite game list. In fact, I rarely buy them and if I do I'm usually dissapointed.
But, although this one does lack a hint system outside the HO scenes and those are often dark, I completely enjoyed this one and couldn't stop playing.
What most endeared me was the wolves that popped up everywhere and the acting. Unlike most of these games, Ashley delivered such lines as "Oh, Grandma", with believable emotion.
The game was challenging but that will add to its ability to be replayed. The story was great, with a surprise, involved ending.
Rated 5 out of 5 by Scobeaux from Unexpected gem I agree whole-heartedly with those who say this game is under-rated. I am so glad I paid attention to them and not the over-all rating because this game was so fun to play I would have hated to miss it.
I thought the sound was really outstanding - never annoying, always spooky and varied. I love it when a developer pays attention to the sound, and this time it really paid off.
Another thing I loved were the HO scenes. Normally they are something I kind of put up with to advance the story, but in this game they were a plus.
It is true that they were dim and gloomy, but that fit the game's atmosphere and I rarely needed the hint. It was slightly interactive and the interactiveness, if that is a word, was very clever.
OK, moving on, I liked the voice of the main character - she didn't say all that much, but she sounded real and maybe even someone it would be nice to know.
The hint system was really excellent, it told you where there were things to do but not what needed to be done.
Just the way I like it. I didn't have to skip any puzzles - always a plus. Oh, and the plot - OK, not much of a plot, and it was mostly explained at the end, but the whole atmosphere dragged me along.
Someone said it is short - I actually thought it was pretty long but I like to take my time and I can say that I was having so much fun I didn't want it to end.
Game Description Welcome to the Curse of the Werewolves - a hidden object adventure game with blood-chilling visuals, mind-bending puzzles and an enthralling storyline.
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Please enter a valid email address and try again. Werewolf trick : Monster? No soul? This is getting deeeep. Are werewolves loners or come in packs and colonies?
Are they human-wolf hybrids? Are werewolves real? Some think the werewolf is real, some think that the wolf is not real, maybe we can find proof of a real werewolf.
Werewolves are alpha males : All werewolves cannot be alpha males or else there is no order, thats not what this article says about the wolf.
Where do werewolves live? Where does the wolf live? Why do werewolves eat live victims? If you are speaking about traditional folklore werewolves then they possibly eat live victims.
Werewolf fact or fiction: werewolf senses : Humans see in with color vision, it is debated upon if many other animals see in color or black and white.
Does the werewolf have color vision? Is this a special power that only the werewolf has and not the wolf? Werewolf myth: Transformation upon meditation : This is another big topic of abilities debated upon by the werewolf community.
Most modern werewolf packs believe that it is possible to transform or shift into a werewolf with proper meditation training. How to love a werewolf : This is the question of evil, love, and family.
Can the werewolf somehow love another, and can the wolf fall in love. Can you love evil? This about werewolves in love.
They also handed over Hayley and her unborn child to the witches so that they could both be sacrificed on Esther's orders in the name of more power for the witch community.
Unbeknownst to them, the baby's hybrid blood remained in Hayley's system, which caused her to transform into a hybrid as well instead of dying.
When Hayley woke up after being killed, she joined the Mikaelson brothers, and the three of them ended up rescuing their baby, who they named Hope before she could be sacrificed.
Still, the Guerrera werewolves, led by Francesca, gained control over the city and banned all vampires from the French Quarter. After Marcel's defeat, the werewolves became the dominant force of the city.
Gradually, more and more werewolves began to join the Guerreras in their new dominion within the city. The humans did not care much about the politics involved in this change of leadership as long as tourists and more importantly, the tourists' money continued to travel there in large numbers.
As a result, since any vampire who entered the Quarter was sentenced to immediate execution, and no witch or human was allowed to interfere with their rule, the Guerrera werewolves experienced very little resistance from any of the factions following their family's coup.
After losing control of New Orleans, the Mikaelsons including Hayley sealed themselves away from the world in their compound , selling their grief to the community while the Guerreras strengthened their hold over the Quarter.
Meanwhile, Marcel was obtaining large stashes of wolfsbane and making plans for the rebuilding of a vampire community from his new loft in Algiers.
Once it became clear that the Guerreras did not possess the missing White Oak Stake , Elijah, Klaus, Hayley, Marcel, Joshua Rosza , and Joe Dalton worked together on a scheme during the full moon that resulted in the group killing eleven of the twelve owners of the moonlight rings forged with Klaus' blood, including Francesca and her brothers, so the rings could be taken and destroyed.
The only survivor was Oliver, who Hayley allowed to live because he was a Crescent but who was still stripped of his ring to return Klaus to full strength.
Esther was pleased about Francesca's demise, as it gave her the perfect opportunity to take advantage of the power vacuum by recruiting all of the werewolves in the Bayou to her cause, giving her control over both the witches and the werewolves in New Orleans.
She knew that Klaus wanted to one day lead the werewolves, so having control over them gave her leverage in her plan to place her children's spirits in mortal bodies of witches or, in Klaus' case, in the body of a werewolf.
She had the witches in her new coven working day and night to create dozens and dozens of moonlight rings in order to gain the wolves' allegiance.
After learning of Esther's plans, Klaus encouraged Hayley to go to the Bayou to reclaim her title of queen of the Crescents and to convince them to join their side instead of Esther's in the name of returning the city to its peaceful state so that Hope could return home to them.
Hayley was ultimately able to convince the pack to allow her to lead once again; she instructed Oliver to work as a double agent and inform her of Esther's plans and had the rest of the werewolves move into the compound so they wouldn't have to live in the encampments.
Meanwhile, Finn was put in charge of the rest of the werewolves his mother recruited, and he and Esther came up with a scheme to capture Elijah.
One part of the plan involved forcing the untriggered teenage werewolves of the Crescent Wolf Clan to kill any humans in the city who weren't aligning with Esther, which would activate their werewolf genes during the blood moon, a rite of passage used in by the werewolf packs in the late 10th and early 11th century.
Unwilling to allow their young pack mates to be conscripted into the supernatural war, Hayley, Aiden , and Oliver teamed up with the vampires Marcel, Josh, Gia , and Elijah to help them rescue the children before they could be forced to kill and send them away to a safe house.
Oliver and Elijah were chosen to be the decoys to distract Finn and Esther's werewolves while they sneaked the children to safety, only to learn that this was their plan all along.
Finn and Esther used their magic to incapacitate and capture them both. Oliver was put in stocks in Lafayette Cemetery as a message to the other wolves of what would happen to traitors, and the werewolves were ordered by Finn to spread word that Oliver would be executed for his crimes at midnight.
When Hayley heard this news, she went to Marcel and Gia for help rescuing him, knowing that finding Oliver could help them figure out where Elijah was being kept.
Once he was found and unbound, Ansel held off the werewolves with his blade while Hayley and Oliver went out the back. They ran into another group of werewolves, led by Aiden, who initially intended to capture them both, but after Oliver reminded them of how they were being manipulated and used as slaves for people who want to control them, they eventually relented and allowed them to leave.
Unfortunately, when Oliver and Hayley returned to the Bayou, Oliver was eventually stricken by the witches' spell and died despite being freed from captivity.
The priority of the Crescent wolves then became about breaking free from Esther and Finn's control, and Hayley, as the Alpha of the Labonair bloodline, and Jackson, as the Alpha of the Kenner bloodline, decided to get married and perform the Unification Ceremony , which would allow Jackson and the rest of the pack to mystically inherit Hayley's hybrid ability to transform into a wolf at will and no longer be forced to turn on full moons.
With this ability, the werewolves would no longer be dependent on the moonlight rings provided by Esther and the witches in her service, and they could finally live on their own terms, without being in exile or forced to live as slaves.
After engaging in many trials and rituals, the Unification Ceremony was performed by the werewolf elder Mary Dumas , and every werewolf who participated in the ceremony became an Evolved Werewolf.
Afterward, Hayley and Klaus' daughter Hope was introduced to the pack, who then swore to protect her as one of their own as the threat of the witch Dahlia , the Mikaelson children's aunt who sought to take Hope and use her to increase her own power, came ever closer.