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 path 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 you, 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, and 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, and 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 outside. 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 only 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 Validation, 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 have 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 with 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, the 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 the 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 metal 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 never 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 Aïe, 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 whales. 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 wind 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 have 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 and 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 to 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 enter 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 the 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. Advance 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, look 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 straight 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 and 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 to 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 blowpipe. 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 Pêchosaures! Use the hook on the rocks... they have fun to return you the object, they block you the passage! You 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 pechosaures!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 VI 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 left. 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. Continue, 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 examine 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 hydraflot 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 straight. 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 time. 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. Climb 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 left, 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 the 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 extension 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