Amerzone: Part 1

Dive into an amazing Adventure game and return the White Bird egg to the Amerzone! A dying explorer has entrusted you with an egg that was stolen over 50 years ago. Now it’s up to you to return the egg to ensure the survival of the incredible White Birds. Travel across the globe and look for valuable clues as to the location of the Amerzone. Find their mystical birds and go on a unique adventure in Amerzone: Part 1!

Grab the key and let yourself out. Tie the rope to the well and climb down. In the marine base you can see the egg behind the Hydrafloat. I loved the game. From the beach you can zoom in and pull the lever to start the sails rotating. Go all the way back down again and return to the marine base. The thermometer shows that the egg is still alive so pull the lever and watch the trolley roll down the rails. I almost always have to refer frequently to the game walkthrough, however if the remainder of the game is as direct as the first hour, then I may not have to use a walkthrough at all for this game. Now pick up the cup from the bed and trap the beetle on the wall. You can spin the globe and look a the slides in the projector but whatever you do pick up Valembois' diary from the table, it is full of information you will need later. Go back to the windmill. Use the bag again and three Giraffes approach. So, I went on to two and three. Nothing much for it but to walk towards the distant lighthouse. Rated 5 out of 5 by fishknit from You should try this game There is a fabulous story, it is really fun to play, an excellent adventure full of lovely ideas.

Attach the diving helmet to the hose and engage the gears. My only problems with this re-released is that, they did not create subtitles under the dialoges, and they split it to parts. You also discover all about his lost love Yekoumani - the girl in the picture. In this game you must read everything, find out what is happend so you can progress thru game. Big fish game only re-release this game now because the original one was only playable on win 95, and in compatibility the visual was awful. Inside is a key which opens the locked door on the altar. Climb the ladder in the corner of the room and there you will find a letter explaining the story behind Valembois' request. The system boots up and you discover you need a password. This looks very much like the illustration in Valembois' diary. Although each of the 3 parts are short, I'd say they were short but sweet. Drop the beetle into the bottle and the guard collapses in front of the door. Close by are two speakers mounted on tall poles. You are ready to leave. Jump onto the back of the largest and they will take you to the far side of the swamp. Walk to the next building a hanger and pick up the spanner from the bench and the empty clue here fuel can.

Go back to the windmill. Listen to her again. The letter from David Mackowski tells of Amerzone's slide into dictatorship and the letter from Alvares is a refusal for a visa. After wandering around you will find a blowpipe. Give them a call, you have their number and there is a phone on the wall. While you are down here take a look around - with enough searching you should be able to find an old Hydrafloat - unfortunately the door is jammed. A pair of Pechosaur are sitting on the rocks. Back once more to your Hydrafloat. It's like I have VR virtual reality headset Yes the game interface is not very helpful for beginners and for the young generation, but it's good for people who likes challanges. Sitting on the end of the jetty is a hairy old fisherman who, when you talk to him, complains about the trapped whale scaring away the fishes. Climb the stairs and enter the room. Alvares is sitting waiting for you.

Femme juive Amerzone: Part 1

Although each of the 3 parts are short, I'd say they were short but sweet. Dead Reckoning: Snowbirds Creek you like "Myst" style games, you'll probably enjoy this one. In one of the alcoves is a series of plates and a key hole. Follow the tunnel and climb the ladder into the church. Explore the lighthouse, learn about Amerzone, and repair a decrepit airplane with surprising abilities. Perhaps the Rhinopotamus will drag you along so fire the grapnel at his back. The desolation is complete - the bustling market Valembois describes in his diary is gone. In this game you must read everything, find out what is happend so you can progress thru game. Go all the way back down again and return to the marine base. The computer clunks away and you can hear the door opening. The gate up the path is locked but off to the right is a graveyard and Valembois' old friend David Mackowski. Climb the ladder in the corner of the room and there you will find a letter explaining the story behind Valembois' request. At the rear of the fort you meet a soldier who throws Amerzone: Part 1 in jail where you experience a vision and watch a beetle climb the wall. On the control panel is the destination

One of the names in the credits is Benoit Sokal, who is also associated with the Syberia games and Sinking Island, which are all great games. The priest is covered in blood but he offers some advice before he expires. In this game you must read everything, find out what is happend so you can progress thru game. In the marine base you can see the egg behind the Hydrafloat. The entrance to the island lagoon is blocked with a shipwreck, since you cannot go through the only option is to go under. On the wall is a picture - the white birds perhaps? Most challenging for me was figure it out code to open door. Bees do not like smoke so rub the little twig on the larger branch and the resulting smoke drives the bees away - and with it the Pechosaurs. From the beach you can zoom in and pull the lever to start the sails rotating. Go the hut with the hammer machine and put the coconut in the hopper. I read about Amerzone and Benoit Sokal, the author when searching for Siberia III, which unfortunately for all adventure gamers, may never materialise. Fill up the gas tank and insert the disk. Jump onto the back of the largest and they will take you to the far side of the swamp.

A game they find most amusing. The journey is well worth price of 3 parts. Great graphics Zumas Revenge challenging puzzles. Turn round Ammerzone:, pull another lever and you are dragged along, deep into the swamp. There's a good story developing Sparkle 2 in this shorty version. I just enjoyed in mAerzone:. Pick the bowl of coconut milk and return to the Amerzone woman. From the twin speaker poles go forwards to the frog. Climb the stairs and enter the room. I almost always have to refer Amerzone: Part 1 to the game walkthrough, however if the remainder of the game is as direct as Mad Mouse first hour, then I may not have to use a walkthrough at all for this game.


10 thoughts on “Amerzone: Part 1

  1. Return to the jetty and see if you can get rid of the pesky snake - try to grab it and it slithers off the lever, following the music played by the mysterious Amerzone woman. This looks very much like the illustration in Valembois' diary. Tie the rope to the well and climb down. The first one is very short. Time to open the door; since it is jammed you need something to pull it off.

  2. This was a precursor to the "Syberia" series. Return to the village and go to the hut with the white husks on the floor. Turn round and go back up the stairs.

  3. Jump into the Hydrafloat and touch the screen. Logic work in this game very good But where is the lock?

  4. Note: There is an alternative way out - find the sword and place it in the statue's hand Select the grapnel, pull the lever and it fires in to the water. Follow the tunnel and climb the ladder into the church. There is however a patch of unfinished brickwork - try giving it a slug with the sledgehammer.

  5. It is not a HOG nor does it contain challenging puzzles. The sopoforic knocks him out and you can pick up the grapnel. This is an early point-and-click style of interaction requiring the player to click on a symbol near an interactive object in a static scene. Crank the handle and a crucible comes to rest near a mould. At the end is the hanger door and a small tunnel off to the right.

  6. Back down the stairs and into an elevator. This is an adventure game. Insert the disc, click on 'LOAD' and you are presented with 6 options.

  7. The priest is covered in blood but he offers some advice before he expires. So many things happening Back once more to your Hydrafloat. There is however a patch of unfinished brickwork - try giving it a slug with the sledgehammer. Go all the way to the end, past the junction and shake the tree to release a coconut.

  8. Pick them up. Date published: Rated 5 out of 5 by orijojo from Deep, Interesting, Involving. Listen to her again. Go to the lectern and open the bible. As expected from a graphic artist, the artwork is breathtaking and a stand-alone reason for experiencing the game, although the graphics are blocky and dark in some scenes.

  9. And remember, as with any walkthrough, use the hints given here sparingly. There is a small path off to the left leading to a telescope - take a look if you like. Listen to her again.

  10. Click the switch on the tall box to the right of the table and touch the gauge on the monitor to get an image on the screen. After a bumpy landing take a look around. I love the music, the story, the creativity, the graphics.

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