Listen to the postman and pick up the
instructions from the Mondial magazine lying on the ground. You will learn
about Professor Alexandre Valambois. So, this professor is the only one who
knows about the little-known country of Amerzon, and you need to extract
information from him. Go towards the lighthouse, the game will turn the screen
to the left, and you will be able to examine the tower through a telescope.
There is a sign nearby indicating that you are on Langrevin Island.
Continue moving towards the museum, after the
cutscene look in the mailbox and take out the letter. Click on the inscription
on the top left of the envelope to understand where this letter is from. Then
unfold, open and read the letter from the museum with the refusal to
finance a repeat expedition to Amerzon.
Press TAB to look at your
inventory, journal, etc. Go inside the lighthouse building to find out about
the Investigations section. Investigations are optional activities, like
side quests, that reveal lore, interesting information about characters, etc.
On the first floor of the lighthouse, on the
box on the left side there is a letter from the teacher , which will
launch two new investigations :
·
Investigation "Life of a
Recluse"(Rocher Noir
Lighthouse). Clues 1/4 "Letter from the teacher".
·
Investigation "The Crimson
Geese of Langrevin" (The Rocher-Noir Lighthouse).
Clues 1/3 "Letter from a teacher from Langrevin".
There is a closed hatch on the right side, but
you need a key to the padlock. Go up, listen to Valambua, and then examine the
board. Read all the notes, study the photos. You will take the map and you will
have to click on three active points on it.
Among other things, four new investigations
will be launched :
·
Investigation "Egg" (Rocher Noir Lighthouse). Clues 1/2 "Visa Denial".
·
Investigation "Diskettes
and Preparation" (Rocher Noir Lighthouse). Clues
1/4 "Letter from an Old Acquaintance".
·
Investigation "Country in
a Bubble" (Continuing Investigations). Leads 1/6
"Valambua's Visa Denial" and leads 2/6 "Boots in the
Distance...".
·
Investigation "Antonio
Alvarez, the Amerzonian Dictator" (Continuing
Investigations). Leads 1/5 "Visa Denial", leads 2/5 "Old
Friend".
Continue your tour of Valambua's office at the
lighthouse:
·
Investigation "Recluse's
Life" (Rocher Noire Lighthouse). Clues 2/4
"A Retirement Gift". Examine the mug on the table. Study the
inscription on the outside and the sediment inside.
·
Slide #5 . Storyline investigation. Examine the framed photograph on Valambua's
desk. Click the caption under the girl's image to get clue 1/3 "Portrait
of a Girl" for the long-term investigation "Girl in the
Portrait" . Then unfold, take the slide and examine it from both sides
to find 3 interaction points. Slide #5 will go to inventory.
There is a telephone in the corner to the left
of the spiral staircase leading up. You can call the museum number, the letter
from which you found in the mailbox. It is not necessary, but you will hear the
displeasure of the museum curator, who believes that Valambua is calling him
again.
Now go up the spiral staircase, one floor. You
will find yourself on a level with a globe and other interactive things.
Examine the table to find Valambua's travel journal , which opens with
the V key. You will
hear about his journey to the outskirts of Amerzon with Alvarez and Father
Makovsky. Take the basement key from the same table .
Look at the globe, find something like a
circle of ink between Africa and South America. Above and to the right there is
a sector with birds drawn, and to the left, in the territory of South America,
there is some animal drawn. Click on the three sectors in the correct order :
1.
Birds
2.
Black gyre to the right of South
America (in the east, in the middle of the Atlantic Ocean)
3.
Image of an animal in South
America
Pull out the drawer, take Valambua's passport.
Click on his date of birth (June 28, 1904) and the date just below, indicating
that Valambua recently changed his passport. Under the passport there is a
piece of paper with notes on it, which will say "p-l=date of birth".
You will also find clue 3/4 "Student's Drawing" for the
investigation "Life of a Recluse" . The drawing is under the
passport and the piece of paper with notes.
Place slide #5 on the side of the projector.
On the same table is slide #2 , which needs to be examined and placed
there as well. Slide #1 is already inside the projector. Run it. The
first slide will become clue 2/3 "Signed Slide" for the
investigation "Langreven Crimson Geese" . Slide #2 does not
provide anything, but slide #5 will provide clue 2/3 "Signed
Slide" for the long-term investigation "Girl in the Portrait" .
From here you can go up two staircases: either
go up the spiral staircase or use the staircase to the right of the table where
the basement key was. Choose the second option to find some bookshelves. Here
you will find a dried poisonous beetle and a book open to a page with hoko
birds.
Go down and up the spiral staircase. You will
find yourself in the lighthouse's drawing room. You can examine the board, the
hydroplane drawing. There is a computer on the left, and on the same table
there is a videotape with Antonio Alvarez . Take it and examine the
computer. You can insert the videotape and watch it, and after that you can
even take it. You will receive a 3/5 clue "A tyrant clinging to
power" for the long-term investigation "Antonio Alvarez, the
Amerzonian dictator" .
Turn around and find a book to the right of
the door. This is clue 1/3 "Profile of Alvarez" for the
long-running investigation "Amerzon Resistance" . Go out onto the
roof through the door, to the left of it there is a ladder leading to the top
of the lighthouse. Climb up, you can use the binoculars on the left to see the
mailman and the broken bike. To the right there are steps leading even higher.
You will find yourself near the beacon device.
On the table to the right, look for a burnt document, which will give you a
clue 4/4 "Burnt Questionnaire" for the investigation "Life of a
Recluse" . As a result, the investigation "Life of a
Recluse" will turn into the article "The Incomprehensible
Fortitude of Professor Valambois" . The note contains a hint about 6
degrees, but you don't need to set up the beacon yet! You can also find slide
#4 inside the trigonometry book , but it is not related to the
investigations or the plot.
Go down to the very first floor and open the
hatch leading to the basement. Try to turn on the light by pulling the lever
up. Move into the tunnel, go down even lower, go further to the fork. The path
forward leads to a door with a valve that you cannot turn. The path to the
right leads to a room with an electrical panel. Pull the lever up to turn on
the light in the basement under the lighthouse.
Examine the computer on the left, in the same
room. Read the second letter from Valambua to learn about the native woman, the
white birds, and the Amerzon tribe. Also examine the floppy disks to the left
of the computer. You can only take one, but examine the remaining three empty
ones. As a result, you will receive a clue 2/4 "Empty Floppy
Disks" for the investigation "Floppy Disks and Preparation" .
Pull up the lever on the equipment to the
right of the computer. Turn on the computer and insert the floppy disk to
access the room with the hydroplane. Enter the code. If you remember, the hint
said that the password is the date of birth. In total, 6 digits are needed, so
we will take only the last two from the year. As a result, we get the code -
280604 . Load the data. If the password is entered correctly, you will
receive a notification that "access is allowed."
Return to the fork and go right. Go through
the opened door, remove the metal pin from the wall on the left , enter
the elevator and go down. Open the door and you will find yourself in a room
with a hydroplane. Pull the lever up to turn on the light here.
Go down to the hydroplane and first enter the
building on the left. Study the elevator blueprint. When it is at the top, you
can insert the metal pin to go not down to the hydroplane, but even higher, to
the top of the lighthouse. On the left, find and study the sledgehammer ,
which will go to inventory. Go to the table and pick up slide #3 .
Return to the hydroplane and take a step to
the right. On the right there is a ladder leading to the tower with the crane
control panel. You don't need to go there yet. On the left there is a
canister . Examine it, it is full and will go to your inventory. Go into
the strange machine to read the third letter from Alexander Valambua and find
out what he did and what he asks of you.
Now you need to start the strange machine.
Click the switch to the left of the hydroplane's screen with the "green
lightning" to turn it on. You will receive a lead 3/4 "Hydroplane Operating
System" for the investigation "Diskettes and Preparation" .
Exit the zoom, insert the same Valambua disk into the slot just below the
screen and download the data. Turn on "Airplane" mode.
You are missing fuel, an egg, a ramp, and the
specified coordinates. Look around the hydroplane. Turn counterclockwise and
find the note "Valambua's To-Do List" - clue 4/4 in the
investigation "Diskettes and Preparation" . If you found all
four, you will receive the article "Backup Diskettes for the Hydroplane"
.
Next, approach the radio receiver, which is
located in the same place where the note with the to-do list was. Turn it on to
hear the radio broadcast and get the 3/3 "Local News Briefing"
clue for the "Langreven Crimson Geese" investigation . If you have
collected all the clues, you will get the "Amerzon Geese" article .
Go to the end of the hydroplane, open the lid
to the left of the egg stand and fill it with fuel from the canister found
earlier. The first condition is met! There is a map on the table to the right,
and the hydroplane operating instructions are attached to the side. You are not
interested in all of this for now. The nightstand is empty, and you don't need
to touch the folding bed.
Leave the hydroplane and go left. At the very
end of the long tunnel, you will find an elevator. Lift up the three levers and
pull the fourth one on the side. Press the red button to call the elevator.
From the wall opposite, to the right of the elevator, remove the card to unlock
fast travel .
Then enter the elevator, close the door on the
red button and go up. You will find yourself in a room with binoculars. On the
table on the right is slide #6 . Through the binoculars you can see in
which direction the geese are flying.
Go back to the projector and set up slides
3 and 6. You will see the inscription on the third
slide "59+6". Slide 6 shows a destroyed wall and the inscription
"Here the egg will be safe".
Return to the basement under the lighthouse,
call the elevator and insert the metal pin into the hole inside the elevator,
in the wall. Start the elevator down, and it will stop at the right place.
Break the brick wall using the sledgehammer and find the egg in the room ahead.
You will receive a lead 2/2 "Secret room in the lighthouse" for
the investigation "Egg" . If you found the previous one, the
article "Egg of the Amerzonian white birds" will be formed .
First, look to the right, pull the chain and
open the gate to which the rails lead. There are several levers. Use one to
turn the platform, then go to the cart and use the right lever to move it to
the left. Use the third lever to place the egg on the cart, and use the left of
the two to return it to its place. Turn the platform back and send the cart
with the egg into the tunnel ahead. You can also examine various objects, but
they do not give anything.
Climb up the tower to the right of the
hydroplane, where the crane control panel is. Lower the large red lever all the
way down. Move the small red square switch at the top all the way to the left.
Press the large red button to grab the egg. Set both previous switches/levers
to the middle position so that the crane with the egg is above the hydroplane.
Lower it by pressing the same red button.
Move to the dome lighthouse (the very top),
where the device is located. Set the top panel to 59+6= 065 , and then
turn the steering wheel from below. If done correctly, you will set the
direction for the ramp.
Return to the hydroplane and set the
coordinates on the computer to 065. Then set the hydroplane's scheme to the
plane. To do this, all three levers must be set to the middle position. When
you are ready, pull the lever on the right. Keep in mind that you will not
be able to return to this location! After takeoff, go to sleep on the bunk
in the back of the plane. When you wake up, look at the computer.
He will be the last one for the game.
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