Amerzone - Part 1 Written by Bert Jamin With special thanks to Yvonne Smit (c) Bert Jamin and Yvonne Smit Intro Amerzone is a very nice adventure. Not too hard and not too easy. It all looks very nice! Compliments to Casterman en Microids. If you are not sure if you should buy this game... go and run for it! However you can't die in the game, I advise you to save the game now and then to prevent that you have to play bigger parts of the game over and over again. Chapter 1 You are standing on a country-road and after a while, a postman talks to you. He has the important message for you that there has come another letter from the museum. He also tells you that spells little good. Walk towards the lighthouse, but a little further on, you should go to the left and look through the telescope and take a look at the lighthouse. When you arrive at the lighthouse, take the letter and read it. As the postman told you, it's a letter from the museum. Read it. At this moment you have no idea what they are talking about. But that will change soon enough! Open the gate and go inside. In the entrance-hall you discover an old bicycle, and right next to it a sledge-hammer, take it. Go to the hatch in the corner, open it and go down stairs. Turn the switch and there will be light in the darkness! Go up again and climb the stairs up to the first floor. Here you can see an old man sitting at the table. Walk to him and speak with him. He is telling you about Amerzone and that "it's" still alive. He is also telling you that he doesn't have the strength anymore to go himself. That's why he begs you to go in his place and to take the white egg with you. After that, inspect everything in the room. Take the papers out of the drawer. You can find papers all over the place, and you MUST have them and you must have read them! Take a look at the picture of the Indian girl at the table at the right. It's the young love of the professor. At the top of the letter from the museum you can find a telephone number. Walk to the telephone which is hanging on the wall left of the spiral stairs up. Dial the number of the museum (0346528179). Go to the next floor and examine everything again. The book at the desk is very important until the end of the game. So take it and read it. Walk to the slide projector and turn it on with the switch at the back. Slide the two slides through the projector and you will see two other nice pictures of the professor's girl friend. Turn around and walk to the steel ladder right of the desk and climb up. Pick up the papers you'll find at the end of the balustrade and read them. Climb down and examine the lighthouse until you are at the top. At one floor before the top you can find another telescope. Look through it, go up further until you reach the top of the lighthouse and examine everything again. After that, climb all the way down until you reach the hatch again, the one near the bike. Read the book to find out the birthday of the professor. In the passage downstairs walk straight ahead till the end of it. Go further downstairs until you can go to the right. Here you'll find a small room with a computer. Turn the switch at the wall, after that turn the switch of the aggregate right from the table and at last the switch of the computer. Take the diskette, zoom in on the computer and put the diskette in it. Now you will be asked for a password. Now what could that be? Use the birthday of the professor (28-06-04) and push the little star. Then choose Authentication and after that Load. On your monitor you can see what's happening further on in the passage. A big door is opening and behind that door is an elevator. Walk to the elevator and go down. Notice that the elevator is getting stuck a little bit half-way, before it's going down further. When you reach the bottom, get out of the elevator. Now you are in the room with the Hydroflot, the special vehicle the professor has designed for your very special trip to Amerzone. The thing really can do anything. It can fly, sail, glide, grapnel and even go sub marine! Walk downstairs and go to the office at the left of the room. Examine everything carefully. At the desk you can find the drawing of the elevator. When you study it, you will see that the elevator has a intermediate floor indeed. Walk towards the Hydroflot and pass it at the right side. There you'll find another passage. Walk straight on to the end of the tunnel, then turn right. Another elevator! Push the red button and then zoom in at the button. Push the arrow up to go... up! When the elevator stops, do the same again to go up further to the first floor, the observation room. There you'll find another telescope with lots of cigarette stumps beneath it. Look through the telescope and watch the birds flying away. At the top of your looking glass you see in red the number 140. That must mean that the birds are heading in the direction 140!? Go back into the elevator and go up one floor. Surprise! Climb further up until you reach the top of the lighthouse again. Enter the room with the big steering wheel. You just saw the direction the birds where flying to (140). In the big book you've read from the professor is written that you should add 5 to it. So the display should read the number 145! The left handle turns the ciphers, the right handle changes the position of the cylinder that moves. So first pull the left handle once to turn it to number 1. Than pull the right handle once and the left handle four times to turn the second cylinder to 4. Then pull the right handle once again and pull the left handle 5 times. If everything went right, the display should now show the number 145. If not, do it again until the display reads 145! Leave the handles and turn the big steering wheel. The steering wheel is turning now. Leave this room and go back to your personal elevator and go all the way down (push the down arrow 2 times). Get out and walk the wooden planks into the tunnel until you reach the other elevator again. Go up. Get out of the elevator and look at the floor. Here you'll find a kind of pin with a bend handle. Pick it up and enter the elevator again. Look down and at the foot of the elevator you'll see a round hole in the wall. Put the handle in it. Now go down with the elevator again. This time it stops half-way. But your way out is blocked! Good thing that you've brought that big sledge hammer... Hit the wall with it and voila! Your exit has been made. Walk through the wall and you'll arrive in the room with that big white egg! Now how to get that thing into your Hydroflot!? In the room you'll see a control and if you push the handle, the egg goes off to the room where your Hydroflot is waiting... Go back to the elevator, go up with it and remove the pin from its hole in the wall. Go down with the elevator until you reach the room with the Hydroflot. Walk down the ladder. Downstairs, turn to the right. Walk between the rails and the ladder straight on. Turn right and you'll see a kind of platform with an iron border with grooves in it. Step on the platform and pull the handle. The egg will now be loaded safely into the Hydroflot. Now you can enter the front compartment of the Hydroflot by walking the gangway near it. Look at the controls and put the diskette into the computer. Choose Load and mode Airplane. The computer now reports that you are still missing the details which are required to leave. Now what could that be!? Just like in the lighthouse you should enter the coordinates for your flight... Without it, it won't go anywhere! Choose 145, followed by the little star to confirm your destiny. If everything goes right, you should take off now. If it stops half way, you must have done something wrong. If nothing at all is happening, you also must have done something wrong and have to do it all over again. @~More next issue - o -