Just Adventure original
Amerzone: The Explorer’s Legacy Walkthrough
The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view
Words in italics
indicate that the step is not necessary in order to advance in the game, but could
be an interesting clue.
The Lighthouse
Take the letter
at the lighthouse gates (Valembois museum).
Take the hammer at the lighthouse
entrance (to the left when arriving in the first interior warp).
First
floor/kitchen:
Talk to the explorer (he explains that it is necessary
to bring the egg of the white birds back to Amerzone and that everything has been
planned for the expedition).
Handling of the telephone:
Pick
it up and dial; however, the only number that gets an answer is the one found
on the museum’s letter (03 46 52 81 79).
Take two letters out of a drawer
in the cabinet to the right of the explorer:
-1 Letter from Amerzone presidency
in Valembois;
-2 Letter from David Mackowski (priest in Valembois).
Second
floor:
Take the explorer’s notebook and take the explorer’s will from
above the bookcase on the mezzanine.
Third floor:
Go outside
and then go to the top of the lighthouse. In the lantern, enter 145 to position
the launching platform for the hydrafloat, and activate the wheel after entering
the code (left lever scrolls numbers from 0 to 9, and right lever changes spaces).
The
coordinates can be found in the long shots; only the bunker’s sights give the
right number: 140° (geese departure). Thanks to the explorer’s notebook, we
know that we have to add 5° to get the right positioning: 145°.
Lighthouse
elevator with three levels:
Outside at the top of the lighthouse, bunker,
and basement.
Find egg and hydrafloat:
Go down to the basement
through the trap door, go straight ahead, and then go down the spiral staircase.
To the right in the corridor leading to a reinforced door, there is a room with
a computer. Take a diskette from there, turn on the electricity, the computer,
and the monitor, and click on the screen. A code password is required to open
the base’s door: 28 06 04, birth date of Valembois (cf. notebook).
To
find the egg:
Just before entering the service elevator, grab the iron
bar on the floor to the right. Get into the service elevator and put the iron
bar in a hole/place at the bottom left opposite the lever, and release the descent
mechanism, which then jams. Turn around and take the hammer, destroy the wall,
then go straight ahead to the egg and release it with the help of a lever.
Then
return to the service elevator. To unjam it, take the iron bar from above left
then restart the elevator. Arrive in the base.
Installation of the egg
in the hydrafloat:
To the right of the hydrafloat take a right turn, then
climb a ladder. Arrive at a headland, activate a lever that engages the installation
of the egg in the hydrafloat.
To start up and leave the base, insert diskette.
Island
of Wrecks
Talk to the fisherman on the dock.
Go into the bar and
pick up a diving suit (on a table) and a knife (on a target).
Next, go into
the shed and pick up an empty gas can and a monkey wrench on a workbench at the
back.
Fill the gas can at the gas pump at the shed’s exit.
To dive,
start the windpump, use the monkey wrench on the water inlet hose, put the diving
mask at the end of the hose, start the pump, and then lower the lever.
Underwater,
use the knife to cut the nets where they are attached, trapping the sperm whale.
Then you can return to speak to the fisherman, who gives you a key.
This
key allows you to open a chest (in a cottage at the end of the island) in which
there is a diskette. This diskette is necessary to restart the hydrafloat.
Bring
the gas can back to the hydrafloat and fill the hydrafloat (done from the inside).
Throw the grapnel in the water because underwater there is a hydrafloat wreck
with the Amerzone coordinates. Return underwater and hook the grapnel onto the
door of the wreck.
Climb back onto the hydrafloat and pull out the grapnel,
thus opening the door. Dive down again and take note of 227° on the wreck’s
instrument panel.
Restart by inserting the diskette in the hydrafloat, enter
the coordinates, and get into the helicopter mode. Departure for Amerzone.
Pueblo
Talk
to the priest in the cemetery to the right before the village gates. He gives
you a key that opens the village gates.
To escape from prison:
Take the cup and put the cockroach that is on the wall in it, then put the cockroach
in the guard’s tequila, causing him to pass out. Take the key from his belt to
open the cell door. Take the gas can and rope that are in the jeep near the prison.
Attach
the rope above the well to go down into it. In the underground passage, go straight
ahead to the stairs that lead up into the church.
On the church altar, take
the key from inside the Bible. This key opens the tabernacle in the center of
the altar, and in it there is a letter and a diskette that you pick up.
Go
down into the underground passage again, passing by the confessional.
At
the bottom of the stairs, take the sword that is to the right of the threshold.
Put
the sword in the free hand of the statue in the underground passage, then move
the statue’s arm downward. This opens the gate opposite the statue to go back
up to the surface outside the village. Go this way. Arrive inside the cemetery
chapel.
Return to the hydrafloat, put more gas in the tank to the left of
the egg, insert the diskette, and start off again.
River
Climb
onto the bank, go a little way into the forest and enter a cottage where you take
a map and a gas can. Fill the hydrafloat with gas (tank to the left of the egg).
Start
up again. When held up by a herd of porcopotami, use the horn to free the entrance
to the creeks.
Then turn left; otherwise, you will meet up with buffaloes
that block the way and push the hydrafloat away.
Move forward by hooking
the grapnel to different rocks until you meet up with a rhinopotamus. Attach the
grapnel to the animal’s horn so that it will tow you.
Go onto the bank and
follow the grapnel’s rope until you reach a tree, turn left, and a little bit
further in the forest you find a blowgun and a lighter.
Using the blowgun,
return to knock the rhino out in order to recover the grapnel and leave with the
hydrafloat.
Turn right, moving forward by hooking the grapnel to different
rocks until you meet up with fishosaurs that are playing at unhooking the grapnel.
Get
off the hydrafloat. Then in a canyon, use two wooden objects to light the branches
under the beehives to chase the bees away so that they will attack the fishosaurs.
Return
to the hydrafloat; continue moving straight ahead to the village using the grapnel.
Indian
Village
Taking the egg with you, get off the hydrafloat and go all the
way to the village by following the dock.
In the village, go to the entrance
above which there is a wooden bird. In this room, open the door at the back. In
the jungle, turn right, go straight ahead to a cave, and take a red cockroach
from it. Climb the ladder at the back of the cave; once outside follow the dock
and open the floodgate by activating the wheel. Return to the cave, go back out
into the jungle, and take some magic herbs (two warps after the exit of the cave
at bottom right).
Then go straight ahead, pass by the village, shake a coconut
tree, and gather the fallen coconuts. Return to the village. In the first room,
take a diskette from the desk drawer.