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Читы для Amerzone: The Explorer's Legacy

Чит-файл для Amerzone: The Explorer's Legacy

Amerzone:
The Explorer's Legacy

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Microids
Издатель:Ubi Soft Entertainment
ISO статус:релиз состоялся 11 июля 1999 года
Жанры:Adventure
Похожие игры:Myst, Riven: The Sequel to Myst
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1999 г.

Solution [ENG]

Информация актуальна для
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
     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
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 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.

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!
                                        
Written by: Thomas Ocampo

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