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!

The entrance to the island lagoon is blocked with a shipwreck, since you cannot go through the only option is to go under. Walk to the sunken Hydrafloat and attach the grapnel to the door. Climb the ladder and step out onto the rope bridge. The other direction leads to an abandoned village which you should explore. In the elevator is a small hole near the floor. They take exception to this and push back damaging your engine. But where is the lock? 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. 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. Take time to explore before you test, press, operate or use objects. Take the left path and you will find a doorway. Call the Giraffes again using the bag against the hole and they appear on the far side it the trees.

Video

Amerzone (part 02 game walkthrough)

Now pick up the cup from the bed and trap the beetle on the wall. In one of the alcoves is a series of plates and a key hole. This was released in , so we have to compare it with late 90 games not with new ones. Somehow you need to get to the middle floor. In the cabinet drawer is a letter, take it and read all the correspondence you have. Stick the key in the hole and turn it until the plates stop turning. The thermometer shows that the egg is still alive so pull the lever and watch the trolley roll down the rails. This game is perfect for nostalgia, new players only play with it if you want to know how a first person andventure game looked like more then 10 years ago. Jump in the elevator at the end, click on the red light and then the up arrow. It's like I have VR virtual reality headset Drop the beetle into the bottle and the guard collapses in front of the door. At the end of the rail the Hydrafloat capsizes, tipping you into the water. The Hydrafloat chuggs along the rails and out through the hanger doors on to the launch pad.

There are six dots on the screen, a date perhaps? Hopefully BigFish will get the full one at some point. There's a good story developing even in this shorty version. Pick it up. He tells you about the letters and bids you farewell. Climb into the Hydrafloat and insert the disk. Explore the lighthouse, learn about Amerzone, and repair a decrepit airplane with surprising abilities. Now climb the ladder into the hut and unhook the leather bag from the wall. There just isn't enough lift. 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. I'm not so much in this game about white birds as I am in this unfortunately not so happy love story between very young Yekoumani and young scientist Valembois. 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.


Des Amerzone: Part 1

As expected from a graphic artist, the artwork is breathtaking and a stand-alone reason for experiencing the game, although the graphics are blocky Echoes of Aetheria dark in some scenes. Amerzone seems more like the Detective Solitaire Inspector Magic games. This was released inso we have to compare it with late 90 games not with new ones. With his dying breath he begs you to the white bird egg to Amerzone. Return to the gates, use your key to unlock the gates and enter the fort. Outside is a petrol pump - guess what you have to do? I just enjoyed in everything. Get Great Migrations right and a Web-footed Giraffe appears. Explore the buildings - the fuel must be somewhere. Close by are two speakers mounted on tall poles. Close the switch on the wall and the processor begins Zumas Revenge hum. Go swimming again and this time you can get into the Hydrafloat. Go inside and place the egg on the pedestal - not quite sure what happens but it seems to prepare the egg. If you see what I mean. Before you open the trapdoor, pick up the sledge Amerzone: Part 1 leaning against the wall.

Go to the lectern and open the bible. Walk to the beach and into the bar. Time for some exploration. Use the key and pick up the Disk. If you like "Myst" style games, you'll probably enjoy this one. Date published: 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. Date published: Rated 5 out of 5 by Elston from Short Demo? In the building is a drawing of the marine base - with the egg at the top of the rail. Like all good adventure games the story is deep and engaging, almost hypnotic and makes you want to know more, which is so typical of Sokal games, and that Part 1 may be short does not bother me at all, I will be hanging out for Part II. Up more stairs and into a workroom. At the end is the hanger door and a small tunnel off to the right. Go back to the windmill. Go up, pull out the pin and then go back down.

You can go outside and up to the lighthouse but eventually you will need to go down into the cellar. Climb back down the ladder and return to the village. The door to the church Amerozne: locked but the well holds some secrets. In the elevator is a small hole near Amerzone: Part 1 floor. At the bottom, open the door and there is the Hydrafloat. Go the hut with the hammer machine and put the coconut in the hopper. Turn round and walk into the forest. To load it into the Hydrafloat you need to find the crane controls. Amerzone: Part 1 published: Go back to Amerxone: windmill. I almost always have to refer frequently to the game walkthrough, however if the Elven Legend 6: The Treacherous Trick of the game is as direct as the first hour, then I may not have to use a walkthrough at all for this game. Crank the handle Sparkle Unleashed a crucible comes to rest near a mould.


10 thoughts on “Amerzone: Part 1

  1. On the platform is a wheel which opens the water valve. Down by your feet is a peg holding down the net, cut the cord with the knife and the whale does a 'Free Willy'. I think they are wonderful, much better than so many of these very two dimensional hidden object, puzzle, adventure games Date published: Rated 5 out of 5 by sararod from Fun game!!!

  2. Now climb up onto to windmill. At the end of the rail the Hydrafloat capsizes, tipping you into the water. If not, it'd worth paying for elsewhere. Before you open the trapdoor, pick up the sledge hammer leaning against the wall.

  3. Go up, pull out the pin and then go back down. 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.

  4. In one of the huts is a door leading out to the jungle. Tie the rope to the well and climb down. Turn round and go back up the stairs. Yes, I'd prefer that it was one.

  5. Arriving at the lighthouse, you notice a letter in the post-box which you should take. There's more to it in the full game. Listen to her again.

  6. Pick up the egg again and leave the chamber. Float forwards into the cradle, turn round and pull the lever on your left. Insert the new disk into the slot and run through the boot up sequence. What is it for - maybe you will find out later?

  7. Take the elevator up to the top and step out. On a rock to the right is an Amerzone Suckerer. Go swimming again and this time you can get into the Hydrafloat.

  8. My only problems with this re-released is that, they did not create subtitles under the dialoges, and they split it to parts. Inside is a small room with the oldest computer in the world. Logic work in this game very good

  9. You need to pass on the letters so up you go. So many things happening Go to the far side of the Hydrafloat and jump into the cockpit.

  10. Jump into the Hydrafloat and touch the screen. A postman cycles up a long hill from the lighthouse towards you, a journalist investigating the story of Valembois and his quest to return to the mystical land of Amerzone. There is no user manual, no hint system, and no written dialogue. After wandering around you will find a blowpipe.

Leave a Reply

Your email address will not be published. Required fields are marked *