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
Aяe, 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
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.
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 Pъchosaures! 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.
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...
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...
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!
Written by: Thomas Ocampo