Chapter I
You are on the road of the lighthouse, the postman, returns from
there. He speaks to you about a letter, you will recover it later.
Advance straight, until noticing on your left a telescope. Look at the
flight of the birds then: in fact geese take the pa th of the
migration... you will understand later! Take again your road. At the
iron gate, take the letter, open the gate. Cross the court and enter.
Take the hammer on the left, and climb the stairs: Valembois awaits
you.Listen to what he has to say to y ou, in a last breath... He
entrusts you the mission of bringing back an egg to Amerzone, and dies
before you can refuse... the adventure will start! On right-hand side
is a desk, take the documents in the drawer (a letter of the president
of Amerzone, an d a letter of his friend Mackowski). Examine the
photograph of woman on the table... An old love of Valembois? Climb.
Examine all the elements of the office. Take the book of voyage of
Valembois, it will be essential for you throughout your course. A
small projection of slides? Click on the white switch behind the
equipment, then on the slides: you discover two photographs of the
same woman. Climb the stairs out of wood. At the bottom, a letter, a
message of Valembois which is intended for you: it tells you about the
voyage, an d your mission. You can read his book of voyage, you find
your next stages there... Go down again, and climb the spiral
staircase. Examine the plans of the hydraflot. You can start the
reduced model (nothing special). Open the gate, you find yourself out
side. Climb the stairs. Look in the telescope, once again geese which
leave in migration. Ah, a detail, you know now that they migrate to
Amerzone! Their destination will be yours... But this telescope does
not allow anything, you are not in the axis of their departure. Still
climb. Enter the cabin, you discover a mechanism (a wheel) which turns
on ly if you entered the three numbers above... which correspond to
your destination. Not for now, then! Go down again, take again the
gate, always go down.In the part where you met Valembois, notice the
telephone, and dial the telephone number of the Natural history museum
(you have a letter on you). Still go down, and open the trap door on
the ground. Activate the switch on your right . Advance until the end
of the corridor and descend the staircase. Advance twice, on the right
a passage... hold one would say a control room! Activate the switch in
front of you. Lower the lever on the machine on the right office (a
large central processing unit) Take the diskette. Light the monitor,
look at it. Insert the diskette in the slot. Notice that it asks you a
code of three times two digits... not very original like secret code!
It looks like a date of birth! Read the first page of the book of
voyage: Valembois was born the 28/06/04. Enter these numbers in the
computer, then click on the small asterisk in the bottom on the left
of the numeric keypad. Click on Valida tion, then on Load. Leave the
room, turn right in the corridor, always straight, and take the
armored gate. Advance, take the iron bar on the right by ground. Take
the elevator, you go down directly two stages... Odd, not? Open the
gate out of iron, here you are in a kind of garage: the hydraflot
awaits you! Descend the staircases, enter in the small office on the
left. Examine the plans of the lighthouse. You discover where
Valembois put the egg in security: on the floor where the elevator
that you hav e just taken has not stopped... Hum... Enter the
hydraflot. Put the diskette, charge, you discover that the machine can
be put in several modes. Click on plane. You have fuel, but to begin
your voyage, you miss the egg and a destination. Let us start wit h
the egg. Return on your steps to the staircases, then the elevator
whom you already used. Go up, once again the stage of egg is jumped!
Look at the ground, still in the elevator, notice a small hole. There
put the bar out of iron. Activate the lever, t he elevator blocks
itself, successful mission! On the dilapidated section of the wall,
use the hammer, and advance. Open the gate, the egg is in front of
you. Advance a step. Lower the handle, the egg goes down all alone, it
awaits you close to the hydraflot! Take again the elevator, ascend,
remove t he iron bar, and go down again 2 stages. The egg is well
there, it should now be put in the hydraflot. Descend the stairs,
advance a step. Turn right. Advance once. You find yourself in high, a
lever in front of you that activates the hook, over there on the level
of the hydraflot. Lower the lever... Return close to the hydraflot.
The question now is: which destination to enter on the computer?
Advance straight, cross the cave. At the end a wicket, on the right a
new corridor. Use it, and enter the meta l capsule. Press on the red
button. Look at the case, and select the arrow which goes up. You go
up a stage. Leave, you are in a small observatory. Look in the
glasses: from here you'll be well placed to observe the DEPARTURE of
geese: they leave at 140. Go back in the metal capsule. Go up again.
You are at top of the headlight. Leave, and climb the stairs. Climb,
you are at the top of the headlight. Examine the dial with the two
levers. That of the left makes turn the rollers with the figures, and
that of the right-hand side makes it possible to choose (hundred,
dixaine or unit). You should put your destination here. Take the book
of voyage. You knew it already, the geese leave for Amerzone.They
should be followed... A detail however, you will nev er have enough
fuel to make the voyage of a draft. The old man had thus envisaged a
stopover on the island of the shipwrecked men. To arrive there, you
should follow its drawings: to leave not 140, but with 140 + 5. Put
145 on the dial and activate the wheel with your feet. Return to the
Hydraflot, all is near for your departure! Enter the computer, put the
diskette in if it is not already done, click on " Plane ". Enter 145
for the co-ordinates, validate...
Chapter II
AОe, no gasoline. Pass in sailing mode (practical, this
machine!). You are blocked by the rocks, pass in Submarine mode. You
find yourself on the island, leave the hydraflot and listen to the
fisherman. You made noise so much that you frightened the whal es. One
of them is a prisoner in the nets under the wreck, he should be
released! Advance straight. Enter the bar. Go all at the bottom, take
the head of the diver and the knife on the target of darts. Leave,
turn right on the range. Exceed the kind of w ind mill, go to the
hangar. Enter, take the jerry can. Go at the bottom of the part, and
on the benches take the monkey spanner. At outside, fill the jerry can
with gasoline. Return on your steps, to the wind mill. Observe there,
and activate it by clicking on the lever. Direct forward, use the key
with mollette on the pipe on the right. At your feet, a pipe, it
should be connected to the head of diving-suit. Turn left, activate
the wheel on the left, then the lever out of wooden, they manage the
air flow. Take the diving-suit and advance in the water. Advance once.
With your feet, use the knife on the net. You have just released the
whale, the fisherman will be happy! Leave the water and turn over
towards the fisherman. Glad to find its fish he will say something to
you... he remembers the voyage of Alexandre. He gives you also a key!
Enter the hydraflot, fill the tank (a pipe behind egg) with the jerry
can. The co-ordinates to set out again must be entered, solution lies
in the wreck, it should be found! Pass in grapner mode. Activate the
lever on the right monitor, you h ave just launched the anchor. It is
somewhere under water. Leave, And take again the diving-suit. Turn
around in water. Straight three times, turn on the right, here is the
hook, and a carcass. Advance towards it (it is old, the hydraflot!)
Hang the hook on the gate, arise from the water.Turn around in your
hydraflot, again activate the lever to take up the anchor. The gate
under water is torn off. Go down again in the water! Turn around,
under water, to the wreck, enter. Examine the management report a nd
note the figures: 227. It is finished for the ballade under water,
come out and go on the search of the trunk about which the fisherman
spoke. Leave on the left on the range, go a long time, always
straight. To the end, turn on the right, and here is an old hut. Enter
and use the key on the trunk. Here is a second diskette! To continue
your voyage... You can benefit from it to look at the photograph, the
three friends: our little old man Valembois, the dictator Alvarez and
the Mackowski monk.Return t o the hydraflot, use the diskette on the
monitor. Pass in helicopter mode and enter your new co-ordinates: 227.
Chapter III
Another breakdown of gasoline. Pass in sailing mode.Leave,
advance on the path, turn right, go to the end. You are now in the
cemetery, where you meet Markovski. He stands at the tomb of
Yekoumani, the great love of Valembois. He gives you the keys to en
ter the village, return on the path and use the keys on the gate.It
opens, you're in the village! Advance straight, all at the bottom you
notice a jeep... But when you approach a guard strikes you... in fact
these things arrive in a dictatorship! You are in prison! Take the cup
on the bed, use it on the insect which is on the wall: it is a
Cafardus Horibilis, according to the book of voyage of the old man it
has " alleviating " virtues... Let us say, rather anaesthetic! Look at
the gate, at the bottom, there is a bottle! Use your goblet and the
insect on it. The guard drinks, breaks down, completely deadened. Look
at the bottom of the gate again and take the keys. You can leave!
Examine the car: there is a jerry can full of gasoline, and a
cord.Advance, turn right. You are in the school, examine the places,
the card which teaches you that you are in Pueblo, the bust of
Alvarez. Leave and direct you towards the well. Fix the cord, here are
you can go down!At the bottom of the well, advance straight. You pass
two rooms, in the third turn over you, and take the sword. Still turn
over and take the staircase. You are in the church.Advance to the
furnace bridge, listen to the priest. He was assassinated because he
has given you the keys! Open t he chain " the santa biblia ", turn the
pages and take the key. It is used to open small the poorte behind you
on the right. Take the letter, and the diskette n╟ 3.Take again the
passage, advance again in the underground, to a part with a closed
grid. Observe the statue opposite the grid, it misses something...?
Put the sword on its right arm. Activate the sword, the gate opens.
Advanc e straight, here you are at the outside, at the cemetery.You
can turn over to the village, to listen to the lamentations in the bar
of the soldier who assassinated Mackowski... Turn over to the
hydraflot, enter inside, fill the tank with your jerrycan, l ook at
the monitor. Insert the new diskette. Continue the voyage in slider
mode. Gasoline breakdown.
Chapter IV
Go in the small hut. According to the book of voyage of Alexandre
Valembois, it would be that of his guide of the time... At the entry
of the forest, look at a rock on the right a small scene... Nothing
special, it is funny, that is all! Advance always s traight to a small
hut. On the table, take the paper, it is a plan of the river. Take the
jerrycan, on the left. You can set out again on your steps, and turn
over in the hydraflot. Fill the tank with gasoline - like all the
preceding times. Set out again in slider mode. Activate the starter on
the right monitor.You are blocked by Porcopotamus. They are not quite
savage, a small blow of horn an d that sets out again! (on the right
of the diskette drive). Still some animals which block the road! These
Buffaloes tricorns seem more wild... It is necessary to advance
towards them... It was foreseeable, they break the propeller of the
machine. Turn left. You notice several rocks. Pass in grapnel mode.
Aim at the node of the first rock, and activate the lever of the hook
(on the right monitor). The anchor is fixed at the rock, and so on. If
that does not go, insist, aim well the node of the rock! It is the
only means of passing... Use the same way for all the rocks which
follow. At the end of one moment, all that you will have t o aim is a
... peaceful Rhinopotamus... Launch the hook on him, it will allow you
to accost. But frightened it carries with him the hook. Go down to
recover it.Advance on the pontoon, straight on grass, and turn left in
the forest. Follow the path, walk until a cave appears where you
recover the blow pipe. Reconsider your steps, advance in the water
towards the bottom of the split (on the left). Rhino is there, the
hook on the head... Use the blowpipe on the animal, it falls asleep.
Recover the hook, and turn over to Hydraflot.Advance straight. With
new rocks, and like presently, aim, and advance. Ah, more rocks, look
at well pile in the center of the screen, aim at the pontoon.Hold,
some PЙchosaures! Use the hook on the rocks... they have fun to return
you the object, they block you the passage! Yo u must find a means of
making them leave the place... Leave, advance in the passage,
straight.You see some beehives. Look at your feet, take the small
stick on the right, use it on the branch on the left. Smoke makes the
bees fly towards... the pechosaur es!The passage is free! Turn over to
the hydraflot, aim at the top of the small rock right in front of you.
Continue same manner. You arrive at a waterfall. Aim at the pontoon
between the rocks.
Chapter V
Take egg with you, you arrive at the end of the voyage! Leave the
hydraflot. Turn left, advance straight. You arrive at a village. Turn
left.Advance, and enter the hut (an eagle on the gate). On the small
table observe the document, it shows the mechanism of the falls, you
discover that it is about an original elevator! Open the drawer, there
is a diskette, the fourth! Turn over, and open the gate at the bottom
of the hut. Advance once, turn lef t. Advance twice. Turn right, you
encounter a tree which you can shake. Eh well shake it! Take the fruit
on the ground. Make half-turn, advance twice, collect the black
cockroach on the ground. Continue twice ahead, collect the flowers on
the left. Conti nue, at the entrance of the cave look at the left and
on the ground, a red insect to collect.Continue straight, and ascend
the stairs. Advance to the wheel, activate and return on your steps,
to the village.You are on the central place. You can notice that a
bird out of wooden turns, in top of the mechanism in the center. The
fact of turning the wheel thus started several machines at the
village. And if one were going to see? Turn left, and you here are
face to face with a skeleton! Enter the hut, turn, advance until the
back of the machine. Put the flower on the mechanism. Look on the
right, you can recover seeds of them.Leave, and continue on the left.
Enter and examin e the hammer out of wooden. Advance to the back of
the machine. Take the fruit, and put it in the tank. Observe the
hammer and recover the milk. Leave.Cross the place, and go to the
meeting with the young woman. She claims the egg, give it to her. Give
her the seeds, the milk. Finally the red insect... Leave the village,
in direction of the pontoon, and the hydraflot. Exceed the hydrafl ot
of a step, and look on the right. A lever, a snake... Do not be
afraid, activate the lever... The snake is attracted by the music, the
barrier rises.Turn around in the hydraflot. Put the egg on its place.
Insert the diskette. Put you in Boat mode. Activate the starter.Turn
to your right, activate the lever, you go up. Still turn to your
right, activate the lever...
Chapter VI
At this point, lost there with feet in the river, it is necessary
to gather all that one finds! Advance straight, ascend the stairs,
enter the small hut. Take the medallion fixed on the wall.Turn around
in the water, straight, recover the egg. Turn right , you are in front
of a mysterious machine, with three holes. Use the medallion on the
hole at the bottom. Giraffes appear. They seem to react to the sound,
but are still too far... It is necessary to approach.Advance on the
left of the post. Advance str aight. You arrive at a new machine
identical to the preceding one. Use the medallion on the hole of the
medium, this time. Same thing, the Giraffes are far...Return to the
first two posts. Leave in direction of the second. Proceed on your
path, a long ti me. At the yellow butterfly on the rock, you arrived!
Hutes in height, and still an engine with holes... Use the medallion
on the hole in top, here are the domesticated giraffes!Take their
harness, you climb on their back. They bring us to a small hut. C limb
all in top. Take the bridge out of cords. Advance...
Chapter VII
Still advance on the bridge, you arrive at the temple. Climb the
stairs. You discover Alvarez, the dictator, but also the third of the
team, after Valembois and Markowski. He speaks. In short, he dies, him
too. Observe him and take his medals. On your le ft, observe the
mechanism, activate the wheel. Leave this room. Go to the bottom of
the stairs.Turn around, the mechanism opened a passage. Descend the
stairs on the left. Activate the crank of the furnace. The arm of the
machine advances towards you, put the medals in the plate (it is
necessary to be precise). The medals melt, a moulding, here is a small
key... Take the key.Advance twice, on the left a kind of gate in the
wall. Put the key in the keyhole. Turn it until you hear a mechanism
and the key is returned to its original position.Turn around, go back
to the entrance. Turn go up, go up. Use the deltaplane... You arrive
at t he crater, where the white birds are born...Advance at your
right. Advance several times. Look at the ground, you will find a kind
of bird... or iron bar. Collect it. Proceed your path around the
crater. On the right, an entrance. Advance to the armchair, and
notice, above, two notches which face, on the left and on the right.
Put egg above. A mechanism engages, take again egg.Leave. Set out
again on the right, continue to the rock ext ension on the left.
Advance to the edge, put egg at the end. Put the iron bar on the
egg... And then a short movie is shown. There Ya go!
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