Amerzone - Part 2 Written by Bert Jamin With special thanks to Yvonne Smit (c) Bert Jamin and Yvonne Smit @~Continued from last issue Chapter 2 When you almost reach the first island, you are out of gas. Now you have to come up with something else. Unless you prefer to keep on bobbing up and down in front of the island. But believe me, the game is going to last for ever that way! If you want to go on with the game, choose mode Sailing. When the Hydroflot stops again, choose mode Submarine (good thing that subs are sailing on electricity and not on gas...) On your way to the island, you hit a vessel below the water. Your submarine comes above the water and docks at a pier. Get out and walk to the fisherman. Talk to him and find out that you trapped a whale by hitting the vessel below the water. As long as that whale is down there, the fisherman won't catch anything at all. So he is quite pissed off! He won't talk to you anymore until you've solved that problem with the whale! So, first of all you'll have to deal with that problem. In other words: Free Willie!!! Walk down the pier, and enter the bar which has the shape of an old boat. Inside the bar you'll find a diving-helmet. In the dartboard you can find a knife. Go passed the windmill into the next building (a hangar) and take the jerrycan and the big spanner. Fill the jerrycan at the pump. Go back to the windmill and pull the handle at the back of it (you'll see the magnifying-glass at the rope). By doing so, the wings will start to turn. Walk to the end of the pier and attach the diving-helmet to the hose. Turn around and look at the conduct at the end of the pier. Attach the big spanner to it. Look at the left side of the windmill. Turn the cog-wheel. When this is all done, your scuba adventure can start. Walk towards the diving-helmet and use it... You will hear a big splash and off you go! Search the captured whale. It is stuck under a big net. With your knife, cut the rope that keeps the net and the whale in his place, it's near the little pole. Go back ashore and pay another visit to the fisherman at the pier. Talk to him again. He is in a much better mood now. In exchange for setting Willie free, he gives you a key. Besides that he also tells you that there were some people in 1932, who had the same kind of vessel. They never got away with it, so he is convinced that it should be here somewhere... Go back to the beach, go along all the buildings until you reach the very far end of the beach, where you'll find a kind of stairs in the rock-face. Via these stairs you reach an old hut. Look at the photo at the wall. Examine the hut and find a box. Open the box with the key you've got from the fisherman. In the box you find another diskette which will help you on your further voyage. Because you haven't seen the old vessel yet the fisherman was speaking of, you are convinced that it must be below the water! Go back to your Hydroflot and fill it up with gas (if you are standing in front of the computer, turn around and find the fuel tank left from the egg). Turn around again and choose at the computer Grapnel. Pull the handle at the right of the computer. You'll see that the grapnel will be fired. Walk back to the pier with the windmill. Be sure that the helmet gets oxygen and put it on again. When you are under water, walk straight ahead until you reach a wrecked airplane. Then turn to your right. In the distance you'll see a big pole sticking of out the bottom and... the rope of your grapnel hanging down in the water. Walk towards it and you will discover the old Hydroflot (model 1932) down at the bottom of the ocean. Walk to the wrecked Hydroflot and attach the grapnel at the door. Walk back to the pier, go ashore and go to your own Hydroflot. Get on board and pull the handle of the grapnel. If you did things right, the grapnel fetches in. By doing this, the door of the wrecked Hydroflot will be removed. Walk to the pier with the windmill once again. Wear the diving- helmet and walk under water to the wrecked Hydroflot. Enter the vessel and study the computer. You will now discover the coordinates 227. Go back to your own Hydroflot. Place the diskette into the computer, choose Load, mode Helicopter, enter details 227, followed by the little star and confirm destination. Pull the handle at the right side of the grapnel. If everything went right, you'll be off once more... When you're running out of gas again, choose Sailing until you reach the first landing-stage. The Puebla. Chapter 3 Get out and turn off the first passage to the right. You are at the churchyard now. Here you'll see an old monk. He is one of the former mates of the professor. Talk to him. He tells you that you can find some gas for your Hydroflot inside the building. He also gives you a key to get inside the building. Take a look at the grave. It turns out to be the eternal resting place for Yekaumani, the Indian love of the professor. Walk back the passage and then go to the fence. Open the fence with your key. You arrive in an apparently abandoned village. Walk to the end of the street, where you'll find a hay fork in a pile of hay. Once you are there, you will be kicked down. Regaining consciousness, you'll be in prison... Pick up the cup. Examine the walls of your prison and discover the bug. Catch it with the cup. Look at the moldered door of your prison. You can find a gap at the bottom. You can peer through it... Outside of your prison you'll see a bottle of tequila. It seems to be the soft drink of the guard. Put the bug into the bottle and look what becomes of the guard. When he has blown over, get his key and open your prison. Go to the right and walk to the parked jeep. Pick up the rope and the jerrycan. Walk to the well in the middle of the square. Attach the rope to the well. Climb down into the well. Walk all the way until the end of the passage (along the statue and the gate). Look around and pick up the sword. Climb up the ladder and... you entered the church via the confessional. Walk forward and meet the old monk again. Just like back home in the lighthouse, this man also drops dead after doing his story. It's a kind of nasty habit! Walk forward again and then to the right, to the holy bible. Page through the bible until you find a key. Turn around and look at the altar. In the altar you find a little cabinet. Open it with your key and find a letter and... another diskette. Read the letter. Go back to the confessional, climb down the ladder and enter the passage beneath the church again. Walk until you reach the statue. Get your sword and use it on her left hand twice. You can here something move! Turn around and click on the gate. It will open now. Enter the tunnel and walk till the end and climb up the ladder. Now you are standing in the building at the graveyard. Leave the graveyard and head back for your Hydroflot. Enter your Hydroflot and refuel it once more. Put the diskette into the computer, choose mode Glider and be off again! Don't hit the crocodiles! When you arrive at the pier, get out of your vessel at the left side and climb up the ladder. @~To be concluded next issue - o -