the bimbos world - amertis world.pdf · anyway, you manage to get back to baya’s island where...

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The Bimbos World This game will have spared you nothing! After the piranhas, the sharks! You’ve just taken a dive in a shark-infested ocean (in fact, all you see is a number of black triangles busily moving in the water. Did the game designers have enough money to put real sharks underneath? We don’t know, but just to be on the safe side, let’s assume they did). You see a great island in front of you. On your left and right, two smaller islands, but it would be too dangerous to try and reach them (Cousteau said that sharks don’t attack humans, but he said nothing about gamers…) Closer to you, two other islets, one on the right, one on the left. There seems to be fewer sharks there, so let’s try our luck, shall we? Now, left? Right? Left? Right? OK, let’s make it left! Islet #1 - Baya You spot a lull in the shark traffic and you break the Olympic record for the 100 yards free stroke to reach the island. You land on a warm sandy beach. Turn around, and you see the sort of landscape you find on postcards… An ocean that we’ll have to call turquoise blue, spotted with small round islands, imposing palm trees, white sand crunching under your feet… The island is tiny, but it’s covered with a jumble of items that seem to come from a shipwreck. You’re a gamer, so you like junk, don’t you? You put your grubby hand on the lot and try to pick up that cage (why a cage?) when a beautiful creature suddenly appears from behind a tree. This is Baya. You make her acquaintance and ask a few questions. A really nice girl, this Baya. She gives you some anti-shark lotion and tells you about another girl named Maya, who owns a boat. It’s broken, but perhaps you could repair it? Half turn

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Page 1: The Bimbos World - AMERTIS world.pdf · Anyway, you manage to get back to Baya’s island where you’d spotted a pail of tar, perfect stuff to caulk the hull. She agrees to give

The Bimbos World

This game will have spared you nothing! After the piranhas, the sharks!You’ve just taken a dive in a shark-infested ocean (in fact, all you see is anumber of black triangles busily moving in the water. Did the game designershave enough money to put real sharks underneath? We don’t know, but just to beon the safe side, let’s assume they did).

You see a great island in front of you. On your left and right, two smallerislands, but it would be too dangerous to try and reach them (Cousteau said thatsharks don’t attack humans, but he said nothing about gamers…)

Closer to you, two other islets, one on the right, one on the left. Thereseems to be fewer sharks there, so let’s try our luck, shall we? Now, left?Right? Left? Right?

OK, let’s make it left!

Islet #1 - BayaYou spot a lull in the shark traffic and you break the Olympic record for

the 100 yards free stroke to reach the island. You land on a warm sandy beach.Turn around, and you see the sort of landscape you find on postcards… An oceanthat we’ll have to call turquoise blue, spotted with small round islands, imposingpalm trees, white sand crunching under your feet… The island is tiny, but it’scovered with a jumble of items that seem to come from a shipwreck. You’re agamer, so you like junk, don’t you? You put your grubby hand on the lot and try topick up that cage (why a cage?) when a beautiful creature suddenly appears frombehind a tree. This is Baya.

You make her acquaintance and ask a few questions. A really nice girl, thisBaya. She gives you some anti-shark lotion and tells you about another girl namedMaya, who owns a boat. It’s broken, but perhaps you could repair it? Half turn

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and swim to the nearest island, after having rubbed yourself with the miraclelotion.

Islet #2 – Maya – repairing the boatThe Bimbo sitting on the boat must be Maya, which she confirms. In the

sand, a rectangular casket with an oval motif draws your attention… and yourhand… “Don’t touch my stuff!”, she says, and she really means it… She hasn’tseen Pétronille either. That’s a bit disheartening, but the most urgent thing todo is to repair the boat.

You look around the island (with Maya’s authorization first…), and find afragment of page, which proves Pétronille has actually been here, contrary towhat Maya said.

At the foot of a palm tree, a collection of junk among which some woodenboards and nails might come handy. With a stone found on the way to use as ahammer, you manage to do a makeshift job on the boat. It should hold for awhile, but not long, though, you’ll need better than that…

Baya’s island again – taking the cageAnyway, you manage to get back to Baya’s island where you’d spotted a pail

of tar, perfect stuff to caulk the hull. She agrees to give it to you, but she’d likea favour in return: you must bring to Carrie (no doubt another of those« bimbos ») a cage that she needs. No problem with you: you have alreadydecided to do the round of the seven islands anyway (not to mention visiting themain one). You take the cage, and you discover a big glass marble. Baya lets youtake it too, she has no use for it.

No need to get back to Maya. Best is to go to the next island beyondMaya’s, the one with a small dock.

Islet #3 - DebbyThis third island seems to be more comfortable than the previous ones:

there’s a dock with a lovely gazebo at the end, and in this lovely gazebo, twolovely girls hurling insults at each other! Better leave them at their verbalfight… You see a couch and a casket with coloured inlays. Hmmm… pretty! Youput your greedy hand on it… and the two harpies suddenly appear! They seemreconciled against you, at least for the time being.

Those two girls are Debby (the one wearing this impossible pair of fur-lined trousers…) and Maeva (who knows how to travel from one island to another,but Baya warned you she was not the obliging type…) Maeva is a magician, butshe has lost her GPS (General Panoply of Spells), so her magic is a bit on theblink. She’s prepared to lend you her magic wand, but first you must win at thegame of pish posh. The contest will be held at her home. Er… all right, but where

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does she live? Well, no matter, you’re bound to find her island one day, since youplan to do the round. At least, if the boat still holds long enough… But beforethat, now that Maeva is gone, let’s ask some questions to Debby (Nasty Debby,she’s a real bitch…) You embark again and soon land on the fourth islet.

Islet #4 - PattyObviously, Patty is very much into sports: ball, basketball net, roller-

skates (and roller-skating in the sand, that’s really a challenge!). She’s trainingwith a skipping rope when you arrive. After some conversation, you spot a coil ofrope on a wooden horse’s neck… Hey presto, no one has seen you, and it’s in theinventory… On the other hand, that fork against a tree trunk is tempting, but noway you can pinch it discreetly… You take leave of Patty and go on exploring, stillclockwise.

Islet #5 – Maeva – Pish posh and magic wandYou barely reach the fifth island when your boat finally gives up the

ghost, with no hope of being ever repaired again…There’s a wooden house, painted violet. This is Maeva the Magician’s home,

and she’s waiting for you to play a game of pish posh. What kind of game is that?You’re quite relieved when Maeva explains the rules: this is just a tropicalversion of the rock-paper-scissors game, also known as cachipun, jan-ken-pon,kauwi-bauwi-bo, and rochambeau (Rodrigue has taken a quick look at Wikipediawith his iPhone…) So, no panic, with a little bit of patience, you will eventually wina game (you have one chance in two each time). And you end up with a magicwand, although it’s totally useless as long as you don’t have the GPS, a sort ofuser manual). But you also get a magic map of the island, which will enable you togo everywhere without a worry in the world.

You take a look around the room, shamelessly reading the various post-its(Maxim of the day: ”When the man talks, the rabbit listens!”— Uncle Jules sureloved abstruse maxims) and little notes pinned here and there. This gives youthe opportunity to learn that Candy has a ”red phobia”, and that she has givenMaeva a pink cloth… with a pattern that looks exactly like the bra you found inthe Robots World! This is Pétronille’s panties you’re now holding in your hand.Poor child… Anyway, it’s becoming urgent to meet this Candy who must have seenPétronille. She lives on one of the two small islands you haven’t visited yet.Maeva informs you that Candy loves flowers, but you don’t have any in yourinventory, and anyway you don’t have the time to go look for one.

You unroll the magic map, click on one of the two islands you don’t knowyet, and with no effort at all, you land on another sandy beach, islet #6 or #7,whatever. Candy’s islet is the closest to Maeva’s.

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Islet #6 – CandyNo way you can get acquainted with Shy Candy. Too bad, since she seems

to be the only one who has seen Pétronille! She’s hiding behind a carnival stand,and try as you may, she refuses to talk to you! Well, all right, you’ll have to findsome flowers to cajole the damsel. After a last glance at all those niceattractions, a wheel of fortune and a happy merry-go-round merrying around tothe sound of a lively tune, you go to the other island (or to the main island ifyou’ve already visited Carrie).

Islet #7 - CarrieYou get a very warm welcome (torrid, shall we say…) from a Bimbo lounging

on a deckchair, drinking cocktails in the shade of her beach umbrella. She comeson strong on Rodrigue, but the solicitor remains impeccably cool whileinterrogating her.

Carrie offers you a glass of her favourite cocktail, based on giraffe milk(giraffe milk… come on… this girl has been too long in the sun, obviously). Sheasks you to take care of an infernal thieving monkey who lives on her island, aroommate she finds too annoying for her taste. This is why she’d ordered thiscage that Baya asked you to give her. In the centre of the island, near aboulder, there’s a perfect place to trap the monkey. Put down the cage, keep itsdoor open with the magic wand to which you tie the rope you found at Patty’s.This sophisticated trap is ready, but the main guest doesn’t seem interested…Of course! You need a bait!

There’s nothing in your inventory that could serve the purpose, but maybeyou’ll find what you need on the main island. (But don’t forget to visit Candy ifyou haven’t already, just to make sure you’re thorough.)

The main island – the beachThis place is really heavenly. At the foot of a high circular mountain, a

thick jungle ends at a white sandy beach. You look at the top of the mountain: itseems strangely hollow. Could this be a volcano? Yes, that’s what the map seemsto indicate.

Lulled by the mediterranean rhythm of the surf, you sit in the sand andreview all you’ve learnt so far about this « Bimbos World », and start drawingyour to-do list:1. Baya the provider is the one who brings food and stuff to her companions:she’s asked you to take the cage to Carrie, which you’ve now done.2. Maya the empty-headed has let you repair and borrow her boat. She owns alovely brown casket which you’d like very much to open.3. Nasty Debby. She also owns a casket with colourful inlays. It surely contains atreasure.

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4. Patty the sportsgirl. On her islet, you have “borrowed” a coil of rope, “fingersin the nose”, and there’s a pitchfork (is it the one Pétronille took when she leftthe Dwarves World?) which your gamer’s instinct tells you you’re going to need.5. Maeva the witch. She counts on you to find her lost General panoply of Spells,without which her magic wand is useless.6. Shy Candy. She’s allergic to red, she loves flowers, and she’s the only one withinformation about Pétronille’s visit to this world. You must find a way to win herover.7. Carrie the vamp. You’ve laid a trap on her island. You just need something tobait the monkey.

To get your bearings, you have completed the magic map. Now you’ll knowprecisely where to go.

Before going into the jungle, you decide to walk around the island,clockwise first, then counterclockwise, one never knows. And what a good ideathat was, because on one of the three rocks by the sea, between Candy’s andCarrie’s islet, there is a very strange carving. And not very far from there, on ahibiscus tree, a flower. And finally, facing Debby’s island, a breach in the jungletree line enables you to see, on the side of the volcano, a series of footbridgeswhich seem to lead to the summit. Unfortunately, you can’t get closer, thevegetation is too thick. Go back to where you started from, ready to ventureinland for a thorough exploration.

The main island - the jungle”Zebrass Path”, says a signboard at the entrance of a… well, a path, as it

says. As for the zebrass, you’re really eager to see this animal with your owneyes, so you follow the arrow. Two clicks away, and on your right (there’s a smallmonkey looking at you from a tree), at a right angle, a smaller path leading to agigantic statue. Big nose, big eyes (ah, there’s one missing. Maybe you have it inyour inventory, but it’s too high to reach there) This stone statue must meansomething. You’ll have to ask the girls about it, don’t forget.

Back to the main path, and a few paces farther, you find yourself nose tonose with the mythical zebrass! You reach out to pat him on the back, but hegallops away leaving behind him a beautifully striped double egg, which you pickup, of course. Was that a “he” or a “she”? Both, actually… such is the dual natureof the zebrass…

Two paces later, you come to a fork: a smaller path on the right leads youto three gigantic palm trees supporting a complex network of wooden stairs andfootbridges. You look up and see that this might enable you to climb up thevolcano. Unfortunately, the first set of steps is too high for you.

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Go back to the main path. On your left, a giraffe vanishes as soon as youlay eyes on her. Then a bunch of bananas. You take one, happy to have found thebait you were looking for to catch the monkey.

Next click, you find yourself in a clearing where another statue stands: ablue-eyed rabbit guarded by a stuffed tiger. Will you let a stuffed tiger impressyou? Well, actually, yes… This creature growls like a real tiger full of fangs andclaws, and looks at you with a greedy eye. Discretion is the better part of valour,so you turn back, er… discreetly, that’s it. The path goes down abruptly, andyou’re back on the beach, by the Zebrass board. That was a nice walk, don’t youthink?

Now that you’ve found something to catch the monkey with, go back toCarrie’s island.

Back at Carrie’s – capture of the monkeyYour trap is still in place: the door held by the wand with the rope tied to

it. Put the banana inside and get ready, hand holding tight to the rope. A fewseconds later, a little monkey gets into the cage. You pull the rope and themonkey is now prisoner. You pick up the cage and show it to Carrie, who’sgrateful and gives you in exchange the famous General Panoply of Spells. Shealso suggests that you release the monkey on Maeva’s island.

You browse through the GPS. Yes yes yes… very interesting. You’ll give itback to its rightful owner, of course, but maybe not just now… Some of thosespells might be very useful. As for the monkey, it would be silly to follow Carrie’sadvice. The little creature will be much happier on the main island. But on theother hand… You’re still thinking of the casket Maya seems to find so important.Maybe there are tokens in it? You could use the monkey as a diversion!

No sooner said than done.

Back at Maya’s – the shell casketYou go to the centre of the islet, where you’d found all those boards and

nails, and you release the monkey there. In the wink of an eye, he vanishes in thegrass, and it doesn’t take long… You find lovely Maya sitting on the beach andcrying like a baby: the monkey has stolen her casket. Perfect! Now, you must getthe monkey back into the cage. If you didn’t have the foresight (and the sighttoo…) to pick up another banana when you were there (you could have, youknow…), hop back to the main island, pick another one and come back here (that’swhat magic maps are for). Put down the banana where you’d released the monkey,and in no time you have the creature back into its cage.

Ah, talking about bananas… If you feel hungry, you can always go back tothe main island to pick up another…

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And now, you can take a closer look at this casket. It’s decorated with aset of shells that can be pushed down or raised. When you press a shell, its twoneighbours reverse their position, that is they go down if they were up, and up ifthey were down. At the bottom right, one of them is broken and stuck in thedown position. To open the casket, you must surely get all the shells down. Youtry it out, and soon find there’s an added twist: you must succeed in a maximumof 8 moves! Fiddle around, think, and soon you find the trick, much simpler thanit looks. Starting from the broken seashell, and going clockwise (orcounterclockwise if you prefer), just press down the up seashells while makingsure every preceding seashell goes down, or remains down…Just to show the beginning of the process (counterclockwise): first shell (justnext to the broken one) is down, so leave it at that. Second one is up: it must godown, but if you press it, the previous one will go up! Bad idea… So press thethird one (currently down) so that #2 goes down. Of course, #3 and #4 are nowup, but you can deal with that by pressing #4 so that #3 goes down… And so on,always thinking by groups of three and keeping what’s been done already inplace…

If you’re really allergic to seafood, see the two methods to open the sea-shell casket.

Inside, the loot is reduced to one item: a tin of hair-removing wax… Let’shope the other casket yields a better result!

Back at Debby’s – the second casketWhile you were browsing through the GPS, you had an idea. It’s high time

you implemented it. You go to Debby’s island, and find she’s still adamant abouther casket. Well, too bad for her, your mission comes first!

You open the GPS, take your magic wand from the inventory and you findthat each spell name has a little “gear” on it. All you have to do is select a spelland it gets highlighted. Since Debby is a bitch, you might try theHOWMUCHFORTHATDOGGIE… Well, it works for a while, but not enough. Howabout KITTYKIT, since she’s so catty? No luck either. OK, it will have to beMOO-MOO, she’s just a silly cow anyway! And holy cow! It works!

The casket is yours, but you still must find a way to open it.You look at the inlays, which probably work as a combination lock: a large

disk divided into 7 sectors of different colours, and around it 7 smaller disksdivided in 6 coloured sectors this time. They’re all revolving disks. You probablyhave to put them so that each small disk will present a sector facing a sector ofthe big disk with the same colour.Example: when you zoom on the casket, the big disk has its pink sector at thetop. Turn the small disk at the top so that its pink sector faces the big disk’spink sector. Look at the next small disk, clockwise: it’s already in position, both

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green sectors are facing each other. And so on, until you find it’s impossible… Soyou turn the big disk one notch and try again. There are seven possible positionsfor the big disk. One of them is bound to work. Go on, and you will find a globalset that works…

But no… Although each small disk faces the corresponding colour on thebig disk, still no Tinker Bell’s music. There must be an additional constraint:perhaps the small disks must face each other correctly too! Go on, you’re not farfrom the solution… and you get the blue token.

If you’re really stumped, here’s the Debby-casket-solution.

Back at Patty’s – taking the pitchforkRemember, you wanted to ask questions about the inhabitants of the main

island and its statues. So, who’s the one who told you the dragon was her pal?Fingers-in-the nose Patty, of course! You go back to her island to have a littlefriendly chat, and she tells you she feels a bit lonely. Hey, you’ve got just whatshe needs in your inventory! The little monkey will be a great playmate for her.And in exchange, she lets you take the pitchfork, which might help you find apractical application to the expression “fingers in the nose”. A quick jump to themain island, but you’re not tall enough to reach the statue’s nostrils with thefork. Or the statue is too tall for you, whatever. All right, let’s leave it at thatfor a while, maybe something will come up later (you’re sure it will, after all, thisis an adventure game, there’s ALWAYS a solution!)

Back at Candy’s – how to make friends with herYou realise you have something in your inventory which might help you get

acquainted with Shy Candy (in fact, she’s more of a paranoid, but you can’t verywell ask her to get on a couch so that you can psychoanalyse her…) All right,magic map, here we go, and you land on her island with a hibiscus flower in yourhand..

Your gift, shall we say, is not received with utmost pleasure at first. Ofcourse! You had forgotten the poor dear is allergic to red. Fortunately, you havethe GPS. Take out your magic wand, select the RAINBOW spell, close the book,open the inventory to put your wand on the hibiscus flower, which turnsimmediately to a lovely yellow. (You can also simply double-click on the wand, andyou’ll get a list of the spells. Easier if you already know the name of the spell youwant to use.)

This time, Candy accepts the flower, and also to answer your questions.Since you’re a really nice guy, you agree to test her wheel of fortune, but first,you ask her about Pétronille. It takes some effort to pull the information out ofher, but you eventually learn everything, and she gives you what’s left ofPétronille’s panties, as well as a letter Pétro was writing to you when you landed

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in this world. Candy has been really very helpful, and so you get closer to herlottery while she explains the rules.

The starfish lottery wheelTo retrieve the starfish, first you must check how many basic turns of

the wheel you get when you push each of the three buttons.Then, see how many basic turns you need to make a starfish stop at the

bottom.Once you have all that, it’s quite simple to find the right combinations in the

form of additions (4 terms maximum, since at the fifth push of a button thewheel reverts to its initial position).Example: let’s consider the starfish at the top right, between a round whitespiny shell and a sort of giant snail. Since the wheel turns clockwise, thisstarfish is at 9 moves from the start. If a button made the wheel turn 9 times,it would be dead easy… If a button made the wheel turn 5 times and another 4times, you would just push once on the first and once on the second, because4+5=9…But of course, none of the buttons correspond to 4, 5 or 9. That was just anexample

So, this is the basic principle, and it’s up to you now! But don’t forget:since it takes 20 moves to do a full turn, a starfish at 9 moves can also be seenas being at 29 moves, or even 49…

A piece of advice: to avoid confusion, once you’ve retrieved a starfish,zoom out of the wheel and zoom in again, to bring it back to the initial position.Sometimes, though, you can do a sequence to get two starfish in a row..

See here for the lottery solutionsOnce the six starfish have fallen off the wheel, Candy gives you the good

marks, carefully numbered 1 to 6, and they go into your inventory.

Back on the main island – getting rid of the tigerYes, this tiger is cute, but because of him you can’t access the statue of

the giant rabbit, which you really want to do because, in the meanwhile, you’vegone back to look at the carving on the great rock by the sea… And it’s plain thatthis statue has a role to play in unlocking the footbridges. Folded ears as theyare currently, straight ears as they should be!

Once again, the GPS is going to be your best friend. Face the tiger (comeon, don’t be afraid), open the book, take your wand and select the TICKLE-TICKLE spell. Then click on the tiger, and that’s it. He won’t give you any troublenow..

Straightening the rabbit’s ears (1)

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Behind the rabbit’s statue, leaning against a tree, you discover a ladder (Iwonder who left it there…). How useful that is! You put it against the rabbit’snose and click on the eye. Ah, now you see a close-up of the ears, with littlegears over them. There’s nothing in your inventory to straighten those ears up(they must weigh several tons each…), except… your magic wand, of course. Solet’s take a look at the GPS again.

The EARWAX spell mentions ears, and seems therefore quite appropriate,but you must decipher it first. On the next page, 4 windows with two strips ofpaper in each, which you can slide left and right. They’re covered with strangesigns, lines, closed and open squares, etc. You play with them for a while, andsuddenly all becomes clear.

Each pair of paper strips can form letters, provided they’re in certainpositions (you spot a “T” here, an “S” or an “E” there…). And where you haveletters, you’re not far from having words! Start with the top window, and slidethe bottom strip to the right without moving the top one. Slide the top strip afew notches to the left, and try again. Still not so good, hey?

OK… We must proceed methodically.

Turn the page to reinitialize the puzzle, take a deep breath, and let’s startagain.On the top window, you click on the top left arrow to slide the top stripcompletely to the left. Now, slide each of the two strips one or two clicks to theright, to form the letter “F”. And now, slide both strips to the right, so that this“F” is just at the edge on the right-hand side. Slide the bottom strip to theright, slowly, check every time that you don’t get something meaningful…In fact, after 21 clicks, you will see the magic words: USE THE SESAME

Proceed with the same method for the three other windows, making surethat the words are fully inscribed in each window, and that all letters areformed correctly…

It requires a lot of patience (but you are patient, aren’t you?), but you willfinally get the complete text of the instruction to do the earwax spell (listen toTinker Bell…)Warning! The spell will work only if it is inscribed in the book, and so you mustsolve this puzzle (it’s not enough to have “heard” about it on a forum or in awalkthrough…).

You apply the instructions for the earwax spell:First the tickle-tickle on one ear…And then the sesame on the other…And suddenly…NOTHING!

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What have you done wrong? Nothing, but you have simply put the cartbefore the horse, or more precisely the rabbit before the man. because, as yousaw on a post-it at Maeva’s: “When the man talks, the rabbit listens.” This couldbe translated into something like: the earwax spell that unplugs the rabbit’s earswill be applicable only when the rabbit has something to listen to: the man whotalks. And this “man” can only be the one-eyed statue.

Turn back along the path (don’t forget the ladder) and go take care of thebig-nosed statue.

The statue with an impressive nasal appendixNow that you have the ladder, it is child’s play to climb to the head of this

charming statue (just put it against its cheek).The big glass marble you found at Baya’s will conveniently fill the empty

eye socket. You put it in place, and… flop, it falls to the ground. What you needis something to make it stick…

Will the hair-removing wax do the trick? You try it, and this time theglass eye holds in place. The mouth opens, revealing a piece of paper held by youdon’t know what. And you thought this would be easy, “fingers in the nose”…

Ah, but that’s it! You plunge the pitchfork into the statue’s nostrils. Themouth opens wider and the paper is freed. You climb down the ladder in a hurryand you retrieve Uncle Jules’ little note.

Now, go take a look at the three giant palm trees and the set of stairs andfootbridges, to check out if anything happened. The stairs have come down, butyou see there’s still something missing, a footbridge, as shown on the big rock bythe sea. That footbridge is the rabbit’s job.

Straightening the rabbit’s ears (2)Take the ladder and walk back to the rabbit. This time, the “earwax” spell

has a meaning: the stone man with the big mouth must talk to the rabbit,probably telling it tales of statues… So now, first the “tickle-tickle” and thenthe “sesame”, and not only do you get Tinker Bell’s lovely music, you also hearthose noises the gamers love so well: grinding sounds of heavy mechanismsshifting…

You immediately run back to the three palm trees and climb up the stairs(but take your time to admire the panoramic view of the islands and thesurrounding islets).

The dragon’s lairOnce at the top, you find out it’s not so easy to meet a hair-singeing

dragon! You’ll have to deserve it.

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A series of drawings on a slab of rock: they sure remind you of Candy’sgood marks, don’t they? And since you find you can press those drawings, yoursupergamer’s instincts tell you that this is… yes! Another combination lock, andthat you’ll have to press the six drawings in the correct order!

So OK, with utmost confidence, you press the six drawings (careful, someof them look very much alike…) and… nothing happens.

You look at your (voluminous) notes, and this time, having solved the extratwist to this puzzle, you press the 7 drawings and the door to the Dragon’s Lairopens, revealing the terrifying monster inside! At last!

In fact, this dragon is a nice guy, really: he is ill and contagious, and hasdone all he could to keep the girls away from him.

Hmmm… Haven’t you seen some potion recipes in the GPS? Yes, the “BlueLagoon” should work wonders.

You combine the giraffe milk cocktail Carrie gave you with the zebrassegg you found in the jungle, and give the potion to the dragon. And that’s it: heis cured.

Linking the islets to the main islandThe dragon has a solution to link all the islands together: a lava flow.Well, this guy doesn’t do things by halves, but after all, this is his island,

and you’re ready to give him a hand.Giving him a hand almost literally, in fact, since the poor dragon, with his

big clumsy paws, is unable to do by himself the puzzle required to open the lavagate. So you do it for him (the puzzle is in the back of the room, on a slab ofrock), and it only takes you a few minutes to do the Bird Tangram. It requiresnimble fingers for a fact, and several times, you may have thought you’d done itwhen some pieces were not exactly in position…

As soon as the lava gate is opened, the lava flows in seven directions andthe islets are soon linked to the main island. Mission accomplished. Carrie canimpress Candy once again, and the shy girl will finally be able to throw her bigparty. Patty will have companions again, Baya will no longer risk ending up asshark-bait, and Debby… Well, let’s just say Nasty Debby has mysteriouslydisappeared, OK?

Since the dragon prefers you didn’t go back to see the girls (one singlehandsome male among seven bimbos, a sure recipe for trouble that you won’t findin the GPS…), you politely take your leave (but don’t forget to pick up the pinktoken you see there on the floor, and also the fragment of page the dragon tellsyou he has found).

Take your amulet to go back to the house.

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****************************************

***The Magic Map (completed)

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***To open the seashell casket

First solution, proceeding counterclockwise:

Second solution, proceeding clockwise:

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Debby’s Casket

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***The starfish wheel of fortune

the yellow button moves the wheel 6 timesthe blue button moves the wheel 7 timesthe red button moves the wheel 15 times

There are six starfish, initially positioned as follows:a) 2 (or 22 or 42) moves from the startb) 3 (or 23 or 43) moves from the startc) 9 (or 29 or 49) moves from the startd) 11 (or 31 or 51) moves from the starte) 17 (or 37 or 57) moves from the startf) 18 (or 38 or 58) moves from the start(Since you’re allowed only four tries, the maximum of moves you can obtain is by pressing the redbutton 4 times, that is 15*4=60, so no need to look beyond that.starfish a) 22 = 7 + 15 (blue + red) – the little manstarfish b) 43 = 15 + 15 + 6 + 7 (red + red + yellow + blue) – the lobsterstarfish c) 29 = 7 + 7 + 15 (blue + blue + red) – the butterflystarfish d) 51 = 15 + 15 + 15 + 6 (red + red + red + yellow) – the palm treestarfish e) 37 = 15 + 15 + 7 (red + red + blue) – the couple

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starfish f) 18 = 6 + 6 + 6 (yellow button three times) – the hut

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***The Earwax Spell

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***The door to the Dragon’s Lair

There are two “pitfalls” in this puzzle.First, the drawings: several are showing an island with a palm tree. They are verysimilar, but not quite… Look carefully to find the correct one.Second, the six drawings found in the good marks sheet are not enough…Remember what you saw on the carved rock by the sea:

Six stars (representing the six good marks you’ve won at Candy’s starfishlottery), with a Zebrass in the middle. This means you must press the firstthree drawings (little man, lobster and butterfly), then the zebrass, and onlythen the last three drawings (palm island, couple and hut).

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***The Bird Tangram

To take a piece, click at the centre.To make it turn, click on an edge.

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