|
|
See Amazon: Guardian of Eden Hint, Solution, Solution #2, Solution #3, Solution #4 here!
|
|
|
Hint for Amazon: Guardian of Eden
Access has added a new feature to this product called Online Help. You can
select help by clicking the "?" box on the command button line.
You may be discouraged from doing this by the manual, which says you won't get
any more help if you use up all your 170 points, and that if you fall below
100 points you won't see the hero's finale.
Forget it. You can cheat the program as many times as you like by saving the
same scene twice under two different names, using the online help feature in
one of the saved games to get your clue, then loading the other saved game to
continue.
Example: Jason's apartment. If you can't find the decoding ring SAVE the game
at that point and call it "APT" or whatever. As soon as the screen appears
again SAVE the game once more, only this time call it something else - maybe
"HELP" or what. Now when the apartment reappears you can use the "?" button as
often as you like. Experiment and discover what has to be done. Then reload
"APT" and play the scene again, getting all the items you need.
Access has added a new feature to this product called Online Help. You can
select help by clicking the "?" box on the command button line.
You may be discouraged from doing this by the manual, which says you won't get
any more help if you use up all your 170 points, and that if you fall below
100 points you won't see the hero's finale.
Forget it. You can cheat the program as many times as you like by saving the
same scene twice under two different names, using the online help feature in
one of the saved games to get your clue, then loading the other saved game to
continue.
Example: Jason's apartment. If you can't find the decoding ring SAVE the game
at that point and call it "APT" or whatever. As soon as the screen appears
again SAVE the game once more, only this time call it something else - maybe
"HELP" or what. Now when the apartment reappears you can use the "?" button as
often as you like. Experiment and discover what has to be done. Then reload
"APT" and play the scene again, getting all the items you need.
Top of page |
|
|
|
Solution for Amazon: Guardian of Eden
Chapter 1 - Terror In The Jungle.
Go into the Allister Research Building and take the coat hanger. Talk to
Darlene - respond 2,1,2,1,1,2. It doesnt really matter what you say but you
have to get her to leave so you can get the keys behind her. Go into your
office and open the rat cage and get rat and open the cabinet and get alcohol.
Exit and from where you are standing and put rat on Darlenes head. She leaves.
Open cabinet behind her and only get 2 keys. The case key and her car keys.
Go into Allens lab, open the book and read it. Get dart, blowgun and reel.
Pull down the movie screen and put reel in projector. Play the projector and
look at movie and remember the name "Wild Women Of Wongo". Go back to your
office and play the answering machine. Visit Wilbur Thornick at the end of
the hall. At your apartment, look at the photo and remember that you have
3 sisters and 1 brother. Turn on the tv if you want to see some Stooges. Get
the letter opener and open the package. Get the key and pickup the letter.
Chapter 2 - Secret Code.
Go back to Research Center parking lot. Open Darlenes trunk (1940 Olive Coupe)
and get the crowbar and bolt cutters. Unlock Mortons car (55 Blue Chevy) with
the coat hanger and turn on her lights. Go to Allens lab and unlock the cabinet
and get the reel-to-reel tape. Unlock the display case and get the Jungle
Potion. Go back to parking lot and use your keys on your car (53 Red Chevy)
and go back to your apartment. Notice the blinking light on the chair, pick up
the decoder ring and this will decode the message from the package. The message
is "Fly to Cuzco, Peru. Get to Rio Blanco. Find phone in Rio Blanco - dial
73262 and let ring 3 times. Go to cantina and someone will meet you". Now
use the reel-to-reel tape in the recorder to get the combo for the safe.
Go back to the Research Center. Go into your office. Go to inventory and click
and hold on the alcohol bottle. Drag this on the potion and it will mix the two
to create a red beaker. Place beaker on the beaker stand, make sure its on the
stand first and then turn on the burner. Wait til potion turns green and then
shut the burner off. Grab the green beaker and go to Allens Lab. Move the
dartboard and use the safe combination on the safe. Get the 1000 dollars. Go
to the Security Vault (double doors before Thornicks office). Climb tree and
go to inventory. Drag dart into green potion and then drag dart into blowgun.
Use loaded blowgun on guard. He goes off to get laid so you have to hurry.
Climb down and go to garbage can. Use bolt cutters on garbage can chain. This
opens the lid and allows the bear to find a meal instead of you. Pick up the
vault key next to the lady guards jacket. Use passkey on vault and enter.
Chapter 3 - Heavy Metal Monster.
Bob wont let you get by so go back outside and get the garbage can. Come back
in the vault and Bob will leave. Move the red lever and use the crowbar on
the drawer. Get the map, compass and microfilm. Go back to the Library in the
Research Center and talk to the librarian. Tell her her lights are on and she
will leave. Use the microfilm in the machine and view it. The microfilm talks
about Hans Stroheim looking in some hidden caverns and finding clues to the
Eyes of the Jaguar. These were 8 emeralds given by Aztec King Montezuma to
Hernando Cortez in 1519. Diaz Valesquez stole them and fled to the Amazon
Basin. Go back to your car and drive to the airport.
Chapter 4 - Hot Persuit.
You fly to Cuzco, Peru. Open the tanker door and get the cigarettes. Get
the red jerrycan off the tanker and then go over to the bicycle and get
the bicycle pump. Enter Puerto Cuzco. Talk to the slimy ticket agent and
respond 1,1,1,2, then talk to him again and use offer as a response. Click on
money and he will give you a card. Click on the Green Monkey door and enter.
Talk to the bartender and offer him your card. Talk to the pilots and a guy in
a Hawaiian shirt - Tony Martin - will take you for 150 bucks.
Chapter 5 - Flight Of Doom.
Respond 2,1 and when Martin says, "I'm waiting", open the chicken coop and
adios Martin. Get parachute and use it on the jammed handle of the cockpit
door and then enter cockpit. Move wheel to pull back and bring planes nose up,
move flap lever (blue lever under red blinking light) and finally pull back
throttle. The plane will crash land in the swamp. Quickly move the cargo box
with the holes in it to reveal a metal box. Open metal box and pickup raft. Go
to inventory and drag raft on pump. Click on blownup raft and click raft
outside of plane door.
Chapter 6 - El Loco.
Pick up pole near shore. Go to cart and take peppers and then go into cantina.
Talk to lady barmaid. Get the knife (left of plate on bar) and go to inventory
and drag knife on peppers to chop them up. When bar lady turns her back, put
chopped peppers on plate. Leave cantina and wait for El Loco to eat the shit
and drink from the well. Go into hotel. Get mousetrap and go back to cantina.
Get cheese enchilada, change, lighter off the tables when the barmaid turns
around. Go back to hotel. Go to inventory and drag enchilada on mousetrap. Put
trap on stairs to catch the rat. Get 300 pesos out of the rathole. Take
receiver off hook and use chamge in slot. Dial number and let ring 3 times and
hang up. Go to the trading post and buy machete, net, paddle, roots and ammo.
Go to the cantina to meet the contact. Pretty hot blonde huh! Respond 2, and
she asks you 3 questions. 1. The stock car trophy was won in 1952. 2. You
have 3 sisters and 1 brother. 3. Favorite movie is Wild Women of Wongo. Exit
the cantina and get the ladder. Put the ladder on the left side of the hotel
and climb up it. Use the small pole on the sign to knock out El Loco. Climb
back down and the boy gives you a gold nuggett. Go to the canoe and climb in.
Chapter 7 - The Bridge Of Death.
Quickly move the metal shield and then move the log to hold up the shield.
Give ammo to Allen. Click on Maya ang get the vine above Allen. Walk Maya
halfway out on bridge and use the vine to repair it. Move Jason across the
bridge. Talk to the captain. Respond 1,1,1,2, offer cigarettes and gold nuggett
Chapter 8 - Slave Traders.
Stay behind the plant and use the root on the water to kill the piranhas. Wait
til Sam goes around the other side of the boat and then get the reed. Enter the
water just left of the reeds and you should be on the ladder. Wait til Sam is
gone and climb up ladder. Go left to stay ahead of Sam. Pick up fishing pole
and continue up the left hand side. Open up the wooden crate on the left in
between the two cabins and get the harpoon. Go up to the front of the ship and
move the crate on the left - push it so its against Sams cabin. Go to the
harpoon gun and move it so it points back. Load gun with harpoon and when Sam
is in line, fire harpoon gun at Sam knocking him overboard. Go to the captains
cabin and look in the porthole. Use the fishing pole to get the keys. Go to
Sams cabin and open the door. Put the wooden bar across the door. Be careful
here and when you move around make sure its inbetween the captains shots so
you dont accidentally catch a stray bullet. Get the rag and open the cabinet
and get the bottle. Go to inventory and drag rag on bottle and then lighter
on bottle to make a Molitov Cocktail. Use the knife to cut the rope around
Mayas waist and ankles. Open the porthole and throw Molitov Cocktail out. Go
back and move the wooden bar and open the door. When you arrive at the native
camp, have Jason move the rock and quickly grab the worm. Use the worm with
the fishing pole and use the pole in the stream to catch a fish. Use the net
to get the red crate with fireworks floating by. Use Maya for the rest of the
screen. Have Maya throw the fireworks into the fire (this will give you some
more time) and cross the stream to get the plant. Come back across and get
the ladel in the hut. Go to the pot and move it onto the fire. Use the jerrycan
plant, and fish in the pot and then use the ladel in the pot. (After using the
ladel in the pot you have to go into inventory and click on it again and this
will give you the full ladel). Use the full ladel on the sick boy lying down.
Chapter 9 - Ancient Secrets.
Move the canoe to avoid the rocks. Its kind of tricky here with taking the
wrong branches, but save often and eventually you will finish it. Talk to
Stroheim - response 2, and offer him the map and compass. Have Jason get the
plank and use it on the rock. Move Maya onto the plank and have Jason climb up
the stump and catapult her up. Have Maya climb up the tree and move the vine.
After she swings across have her move the rope down to Jason. Have Jason climb
up the stump and rope. Move Maya into basket and have Jason pull her up. Move
Maya into treehouse.
Chapter 10 - The Hall Of Death.
Get the key from the skeletons neck and open the chest to get the scroll. Use
the machete on the straw and use it again on the breastplate. Get the emerald
and exit. Talk to Stroheim, get back in the canoe and do that shit again.
Chapter 11 - The Spectre Of Evil.
Have Jason open the box between the two tents and get the Geiger Counter. Open
the flap of the top tent and get the gas can. Get the chain next to the guy
leaning up against the tent. Get the keys from the guy to the right of the
jeep. Put the gas can in the jeep and put the gas cap back on. Use the keys to
start up the jeep. Move the winch to unwind the chain. Have Maya attach the
chain from inventory to the log. Have Jason move the lever on the winch to
lift the log. Have Maya move the tarp and open the box to get the dynamite.
Have Jason use the Geiger Counter on the bush by the jeep. It will say that
the radiation is extreme so you know you have the right bush. Move the bush and
get the arrowhead and exit. Get back in the canoe and here we go again. After
you finish the river you will go over the falls.
Chapter 12 - A Secret Passage.
Move the treelimb to expose the door. Use the arrowhead on the door to open it.
Run and hide behind the second pillar. Wait til Sanchez' men shoot one of the
guards and then go to inventory and use the dynamite with the lighter. Drop the
lit dynamite by the second pillar (the one you're hiding behind) and go north
towards the opening to the city. Sanchez and his men will get blown to pieces.
Chapter 13 - The Thing In The Pit.
Get the spear and the boot laces. Move the shell against the wall and climb up
it and get the torch. By this time the ant will be coming after you but once
you have the torch, he will back up. Go to inventory and use the knife to cut
the flower hanging from the vine. You will still be holding the torch so dont
worry. The sap should start to flow from the flower and then the torch will
go out. Go to inventory and use the laces on the spear and then use the knife
on the spear. This will give you a knife spear. The ant will come after you
but will stop to eat the sap, so here's your chance. Use the knife spear with
the UP arrow key to spear the ant and kill it.
Chapter 14 - The Guardians Of Eden.
Nothing to do here but sit back and watch the ending!
Chapter 1 - Terror In The Jungle.
Go into the Allister Research Building and take the coat hanger. Talk to
Darlene - respond 2,1,2,1,1,2. It doesnt really matter what you say but you
have to get her to leave so you can get the keys behind her. Go into your
office and open the rat cage and get rat and open the cabinet and get alcohol.
Exit and from where you are standing and put rat on Darlenes head. She leaves.
Open cabinet behind her and only get 2 keys. The case key and her car keys.
Go into Allens lab, open the book and read it. Get dart, blowgun and reel.
Pull down the movie screen and put reel in projector. Play the projector and
look at movie and remember the name "Wild Women Of Wongo". Go back to your
office and play the answering machine. Visit Wilbur Thornick at the end of
the hall. At your apartment, look at the photo and remember that you have
3 sisters and 1 brother. Turn on the tv if you want to see some Stooges. Get
the letter opener and open the package. Get the key and pickup the letter.
Chapter 2 - Secret Code.
Go back to Research Center parking lot. Open Darlenes trunk (1940 Olive Coupe)
and get the crowbar and bolt cutters. Unlock Mortons car (55 Blue Chevy) with
the coat hanger and turn on her lights. Go to Allens lab and unlock the cabinet
and get the reel-to-reel tape. Unlock the display case and get the Jungle
Potion. Go back to parking lot and use your keys on your car (53 Red Chevy)
and go back to your apartment. Notice the blinking light on the chair, pick up
the decoder ring and this will decode the message from the package. The message
is "Fly to Cuzco, Peru. Get to Rio Blanco. Find phone in Rio Blanco - dial
73262 and let ring 3 times. Go to cantina and someone will meet you". Now
use the reel-to-reel tape in the recorder to get the combo for the safe.
Go back to the Research Center. Go into your office. Go to inventory and click
and hold on the alcohol bottle. Drag this on the potion and it will mix the two
to create a red beaker. Place beaker on the beaker stand, make sure its on the
stand first and then turn on the burner. Wait til potion turns green and then
shut the burner off. Grab the green beaker and go to Allens Lab. Move the
dartboard and use the safe combination on the safe. Get the 1000 dollars. Go
to the Security Vault (double doors before Thornicks office). Climb tree and
go to inventory. Drag dart into green potion and then drag dart into blowgun.
Use loaded blowgun on guard. He goes off to get laid so you have to hurry.
Climb down and go to garbage can. Use bolt cutters on garbage can chain. This
opens the lid and allows the bear to find a meal instead of you. Pick up the
vault key next to the lady guards jacket. Use passkey on vault and enter.
Chapter 3 - Heavy Metal Monster.
Bob wont let you get by so go back outside and get the garbage can. Come back
in the vault and Bob will leave. Move the red lever and use the crowbar on
the drawer. Get the map, compass and microfilm. Go back to the Library in the
Research Center and talk to the librarian. Tell her her lights are on and she
will leave. Use the microfilm in the machine and view it. The microfilm talks
about Hans Stroheim looking in some hidden caverns and finding clues to the
Eyes of the Jaguar. These were 8 emeralds given by Aztec King Montezuma to
Hernando Cortez in 1519. Diaz Valesquez stole them and fled to the Amazon
Basin. Go back to your car and drive to the airport.
Chapter 4 - Hot Persuit.
You fly to Cuzco, Peru. Open the tanker door and get the cigarettes. Get
the red jerrycan off the tanker and then go over to the bicycle and get
the bicycle pump. Enter Puerto Cuzco. Talk to the slimy ticket agent and
respond 1,1,1,2, then talk to him again and use offer as a response. Click on
money and he will give you a card. Click on the Green Monkey door and enter.
Talk to the bartender and offer him your card. Talk to the pilots and a guy in
a Hawaiian shirt - Tony Martin - will take you for 150 bucks.
Chapter 5 - Flight Of Doom.
Respond 2,1 and when Martin says, "I'm waiting", open the chicken coop and
adios Martin. Get parachute and use it on the jammed handle of the cockpit
door and then enter cockpit. Move wheel to pull back and bring planes nose up,
move flap lever (blue lever under red blinking light) and finally pull back
throttle. The plane will crash land in the swamp. Quickly move the cargo box
with the holes in it to reveal a metal box. Open metal box and pickup raft. Go
to inventory and drag raft on pump. Click on blownup raft and click raft
outside of plane door.
Chapter 6 - El Loco.
Pick up pole near shore. Go to cart and take peppers and then go into cantina.
Talk to lady barmaid. Get the knife (left of plate on bar) and go to inventory
and drag knife on peppers to chop them up. When bar lady turns her back, put
chopped peppers on plate. Leave cantina and wait for El Loco to eat the shit
and drink from the well. Go into hotel. Get mousetrap and go back to cantina.
Get cheese enchilada, change, lighter off the tables when the barmaid turns
around. Go back to hotel. Go to inventory and drag enchilada on mousetrap. Put
trap on stairs to catch the rat. Get 300 pesos out of the rathole. Take
receiver off hook and use chamge in slot. Dial number and let ring 3 times and
hang up. Go to the trading post and buy machete, net, paddle, roots and ammo.
Go to the cantina to meet the contact. Pretty hot blonde huh! Respond 2, and
she asks you 3 questions. 1. The stock car trophy was won in 1952. 2. You
have 3 sisters and 1 brother. 3. Favorite movie is Wild Women of Wongo. Exit
the cantina and get the ladder. Put the ladder on the left side of the hotel
and climb up it. Use the small pole on the sign to knock out El Loco. Climb
back down and the boy gives you a gold nuggett. Go to the canoe and climb in.
Chapter 7 - The Bridge Of Death.
Quickly move the metal shield and then move the log to hold up the shield.
Give ammo to Allen. Click on Maya ang get the vine above Allen. Walk Maya
halfway out on bridge and use the vine to repair it. Move Jason across the
bridge. Talk to the captain. Respond 1,1,1,2, offer cigarettes and gold nuggett
Chapter 8 - Slave Traders.
Stay behind the plant and use the root on the water to kill the piranhas. Wait
til Sam goes around the other side of the boat and then get the reed. Enter the
water just left of the reeds and you should be on the ladder. Wait til Sam is
gone and climb up ladder. Go left to stay ahead of Sam. Pick up fishing pole
and continue up the left hand side. Open up the wooden crate on the left in
between the two cabins and get the harpoon. Go up to the front of the ship and
move the crate on the left - push it so its against Sams cabin. Go to the
harpoon gun and move it so it points back. Load gun with harpoon and when Sam
is in line, fire harpoon gun at Sam knocking him overboard. Go to the captains
cabin and look in the porthole. Use the fishing pole to get the keys. Go to
Sams cabin and open the door. Put the wooden bar across the door. Be careful
here and when you move around make sure its inbetween the captains shots so
you dont accidentally catch a stray bullet. Get the rag and open the cabinet
and get the bottle. Go to inventory and drag rag on bottle and then lighter
on bottle to make a Molitov Cocktail. Use the knife to cut the rope around
Mayas waist and ankles. Open the porthole and throw Molitov Cocktail out. Go
back and move the wooden bar and open the door. When you arrive at the native
camp, have Jason move the rock and quickly grab the worm. Use the worm with
the fishing pole and use the pole in the stream to catch a fish. Use the net
to get the red crate with fireworks floating by. Use Maya for the rest of the
screen. Have Maya throw the fireworks into the fire (this will give you some
more time) and cross the stream to get the plant. Come back across and get
the ladel in the hut. Go to the pot and move it onto the fire. Use the jerrycan
plant, and fish in the pot and then use the ladel in the pot. (After using the
ladel in the pot you have to go into inventory and click on it again and this
will give you the full ladel). Use the full ladel on the sick boy lying down.
Chapter 9 - Ancient Secrets.
Move the canoe to avoid the rocks. Its kind of tricky here with taking the
wrong branches, but save often and eventually you will finish it. Talk to
Stroheim - response 2, and offer him the map and compass. Have Jason get the
plank and use it on the rock. Move Maya onto the plank and have Jason climb up
the stump and catapult her up. Have Maya climb up the tree and move the vine.
After she swings across have her move the rope down to Jason. Have Jason climb
up the stump and rope. Move Maya into basket and have Jason pull her up. Move
Maya into treehouse.
Chapter 10 - The Hall Of Death.
Get the key from the skeletons neck and open the chest to get the scroll. Use
the machete on the straw and use it again on the breastplate. Get the emerald
and exit. Talk to Stroheim, get back in the canoe and do that shit again.
Chapter 11 - The Spectre Of Evil.
Have Jason open the box between the two tents and get the Geiger Counter. Open
the flap of the top tent and get the gas can. Get the chain next to the guy
leaning up against the tent. Get the keys from the guy to the right of the
jeep. Put the gas can in the jeep and put the gas cap back on. Use the keys to
start up the jeep. Move the winch to unwind the chain. Have Maya attach the
chain from inventory to the log. Have Jason move the lever on the winch to
lift the log. Have Maya move the tarp and open the box to get the dynamite.
Have Jason use the Geiger Counter on the bush by the jeep. It will say that
the radiation is extreme so you know you have the right bush. Move the bush and
get the arrowhead and exit. Get back in the canoe and here we go again. After
you finish the river you will go over the falls.
Chapter 12 - A Secret Passage.
Move the treelimb to expose the door. Use the arrowhead on the door to open it.
Run and hide behind the second pillar. Wait til Sanchez' men shoot one of the
guards and then go to inventory and use the dynamite with the lighter. Drop the
lit dynamite by the second pillar (the one you're hiding behind) and go north
towards the opening to the city. Sanchez and his men will get blown to pieces.
Chapter 13 - The Thing In The Pit.
Get the spear and the boot laces. Move the shell against the wall and climb up
it and get the torch. By this time the ant will be coming after you but once
you have the torch, he will back up. Go to inventory and use the knife to cut
the flower hanging from the vine. You will still be holding the torch so dont
worry. The sap should start to flow from the flower and then the torch will
go out. Go to inventory and use the laces on the spear and then use the knife
on the spear. This will give you a knife spear. The ant will come after you
but will stop to eat the sap, so here's your chance. Use the knife spear with
the UP arrow key to spear the ant and kill it.
Chapter 14 - The Guardians Of Eden.
Nothing to do here but sit back and watch the ending!
Top of page |
|
|
|
Solution #2 for Amazon: Guardian of Eden
There are basically two solutions to this marvellous game.
The short one and the long one. First, the short one.
SOLUTION NUMBER ONE
Cheat. Yes - cheat. Access has added a new feature to this product
called Online Help. You can select help by clicking the "?" box on
the command button line.
You may be discouraged from doing this by the manual, which says
you won't get any more help if you use up all your 170 points, and
that if you fall below 100 points you won't see the hero's finale.
Forget it. You can cheat the program as many times as you like by
saving the same scene twice under two different names, using the
online help feature in one of the saved games to get your clue,
then loading the other saved game to continue.
Example: Jason's apartment. If you can't find the decoding ring
SAVE the game at that point and call it "APT" or whatever. As soon
as the screen appears again SAVE the game once more, only this time
call it something else - maybe "HELP" or what. Now when the
apartment reappears you can use the "?" button as often as you
like. Experiment and discover what has to be done. Then reload
"APT" and play the scene again, getting all the items you need.
The program assigns your diminishing score to each saved game.
Since you hadn't used online help when you saved APT, Amazon
assumes you never used it if you carry on from that saved game.
It's not even cheating, really. The program allows you to do it, so
no one gets to miss the ending.
However, if that is still too difficult - here's the long solution,
chapter by chapter.
SOLUTION NUMBER TWO
Note: I played the game on a regular VGA
monitor. If you are using the Super-VGA option,
you may need to make some slight allowances for
these instructions.
After the really great opening sequence, you arrive in the parking
lot of Chapter 1. (You may see this frequently . . )
1. TERROR IN THE JUNGLE
Go into the Allister Research Building. OPEN the door to your own
office. LOOK at the flashing light on the intercom. MOVE the button
on the intercom to get a message. EXIT and walk past Ms. Flitch's
desk (talking to her at this point will do no good) to the far end
of the corridor. OPEN Mr. Thornick's door. The next sequence is
automatic and you end up in your own apartment.
LOOK at the two trophies on the bookshelf. Note the date (1952).
PICK UP the letter opener from the table and USE it on the mail
package. PICK UP the small metal key that falls out. [Note: save
the game now in case you need to read the letter again later.] LOOK
at the letter from Allen. This completes Chapter 1.
2. A SECRET CODE
Note the sequence of instructions from Allen. You won't be able to
find the decoder now. You have to come back later. After reading
the letter EXIT the apartment.
Enter the research building and go through the open door into your
office. OPEN the door of the cage and PICK UP the rat. EXIT the
office now and go TALK to Darlene Flitch. The first conversation is
useless, so TALK again until she tells you she hates rats. Go back
to the door of your office (don't go in). SELECT the rat and place
it on the floor. End of Ms. Flitch.
Go to the key cabinet behind her desk and OPEN it. PICK UP the
middle key on the lower row. Walk back past her desk to the outside
doors. OPEN the doors and go to her car (the middle one). USE the
keys on the trunk and PICK UP the bolt cutter and crowbar. Return
to the building.
LOOK at the key cabinet again and PICK UP the key to the display
case. Now OPEN the door to Allen's office. OPEN the book and LOOK
at it. USE the cabinet key to unlock the cabinet and PICK UP the
audio tape. USE the display case key to open the display case and
PICK UP the jungle potion. PICK UP the blowgun from the wall above
the display case and also the dart stuck in the wall. LOOK at the
movie on the counter top. (You can run it on the projector if you
like, but it gives you no clues.) Note the title of the movie. Now
MOVE the dartboard to reveal the safe. You can't unlock it yet, so
EXIT.
Return to your office. OPEN the door to the cabinet beneath the
intercom and PICK UP the alcohol bottle. MOVE the knob beneath the
bunsen burner to turn it on. Now go into your inventory and drag
the alcohol bottle across to the jungle potion, producing a beaker
of liquid. USE the beaker on the bunsen burner. When it turns green
PICK it UP again. EXIT your office.
Walk past the secretary's desk again to the security vault doors.
OPEN the doors. CLIMB the tree stump. In the inventory drag the
dart on to the beaker, producing a dipped dart. Drag this on to the
blowgun. USE the loaded blowgun on the male guard. [Note: you
should only fire when he is walking back toward the guard house.]
Now save the game immediately. This is important as you are now
going into the first timed sequence and speed is vital to avoid
catastrophe. CLIMB down the tree stump and walk quickly to the
garbage can. Before the bear reaches you, USE the bolt cutter on
the chain securing the lid. Walk over to the guard's coat on the
ground and PICK UP the vault key. Walk out of the compound through
the guardhouse at the top of the screen and go over to the vault
door. USE the key on the door. End of chapter 2.
3. HEAVY METAL MONSTER
Don't worry. BOB's a pushover. Turn around and walk out of the
vault and back to the guardhouse. The bear is gone, the lovers are
still making out. Walk back to the garbage can and PICK it UP. Go
back into the vault. Goodbye BOB.
Now MOVE the lever and open the doors to the vault. USE the crowbar
to open the bottom right drawer. PICK UP the map, compass and
microfilm. There's nothing else for you here, so walk out again,
through the guardhouse, past the tree stump and back into the
research building.
The library is now open. TALK to the librarian (you get nowhere the
first time) and keep talking until she tells you she only leaves
her post if the lights of her car are left on. Walk back along the
corridor toward the outside doors. Go to the coat rack outside your
office. PICK UP the coathanger by itself over to the right. Go to
the parking lot and USE the coathanger on the librarian's car. Once
inside, MOVE the light switch on the dash. Walk back into the
building and TALK to the librarian again and tell her the car
lights are on. This gets you into the microfilm machine. SELECT the
microfilm from inventory and place it in the reader. MOVE the
arrows to see all the message, then EXIT. Go back to the parking
lot, SELECT your own car keys and USE them to get into your car.
Your apartment has been ransacked. But the audio tape player is
still working. SELECT the audio tape from inventory and USE it on
the player. This gives you a scrap of paper (in inventory) with the
combination of the wall safe in Allen's lab. [Note: SAVE the game
now. You may need to go back and re-run the next step later.] Now
PICK UP the decoder which is winking at you from the upturned
armchair. Write down the sequence of these instructions - they are
important. EXIT and go back to Allen's lab.
In the lab, MOVE the dartboard if you didn't do so before. SELECT
the scrap of paper from inventory with the combination, and USE it
on the wall safe. PICK UP the money. EXIT. Go to your car, and USE
your car keys to get in. This takes you to the end of Chapter 3 and
the beginning of South America!
4. HOT PURSUIT
In Cuzco airport PICK UP the jerrycan of lime encrusted water from
the gas truck. OPEN the door of the truck and PICK UP the
cigarettes which fall out. PICK UP the bicycle pump from the bike.
Walk into the terminal building.
TALK to the ticket agent and OFFER him money. He gives you a card.
OPEN the door to the Green Monkey. TALK to the bartender and OFFER
him the card. He tells you to talk to the pilots. TALK to them. You
next find yourself on a plane to Rio Blanco.
SAVE the game immediately. You are now into a timed sequence and
speed is vital. You are also at the end of a very brief Chapter 4.
5. FLIGHT OF DOOM
The pilot enters and threatens you. There is nothing you can offer
him. Walk over to the cage of geese and wait. After the pilot has
said "I'm waiting!" MOVE the latch on the cage. The geese fly out -
and so does the pilot!
Now - quickly - PICK UP the parachute from the floor of the plane
and walk over to the cockpit door (you can't close the outside
hatch, so don't try). SELECT the chute from inventory and click on
the cockpit door. This opens the door and gets you into the
cockpit.
SAVE the game again immediately. The timed sequence here is very
short. You must do three things here: a) MOVE the wheel to pull up
the nose; b) MOVE the throttles to reduce speed; and c) MOVE the
lever beneath the red flashing light to put down the flaps. You
should successfully crash land on the water.
SAVE again. The timed sequence continues rapidly. Walk over to the
box on the right and MOVE it. You uncover another box marked
'raft.' OPEN this box and PICK UP the raft. Now go into your
inventory and drag the bicycle pump across to the raft, producing
an inflated raft. USE the raft on the river outside the hatch, and
this brings you safely to chapter 6.
6. EL LOCO
In the village of Rio Blanco, walk over to the pepper stand and
PICK UP a handful of hot peppers. Now go over and enter the
Cantina. If you TALK to the cook she will tell you the location of
the telephone. On the counter in front of her is a knife. PICK it
UP - but make sure she has her back turned to you when you do it.
In your inventory, drag the knife over to the peppers, producing
chopped peppers. Again, when the cook has turned away, USE the
peppers on the plate of food on the counter. After the peasant boy
has collected the plate, walk outside the Cantina and watch El Loco
burn his tonsils out.
Go back into the Cantina. Most of the customers have now gone. PICK
UP the coins, the lighter, and the cheese from the tables - again,
being careful the cook is not watching. Leave the Cantina and go
past El Loco to the door of the hotel. OPEN the door.
Inside the lobby, you see an empty rat trap. PICK it UP and in the
inventory drag the cheese across to the trap, producing a loaded
trap. Place the loaded trap on the bottom stair. This kills the
rat. Now you can PICK UP the wallet from inside the rathole without
losing your finger.
Now MOVE the phone receiver off the hook. USE the pesos from your
inventory (the Cantina cook's tip) and put them in the coin slot.
MOVE the dial and let the number ring three times (did you write
down these instructions in Chapter 3?). After the third ring, MOVE
the phone hook and break the connection. EXIT and walk back to the
Cantina.
SAVE the game before you go any further. Here you meet the lovely
Maya (you never do quite see enough of her) and she engages you in
conversation. She won't take you to Allen until you've answered
three questions establishing your ID. The answers are: 1) 1952;
2) 3 sisters and 1 brother; 3) Wild Women of Wongo. This gets you a
nice smile and she disappears.
Leave the Cantina. You now have to sort out the bully El Loco. You
will notice a ladder has appeared on the outside wall of the
Cantina. PICK UP the ladder. Walk over to the far side of the well
near the river bank and PICK UP the pole lying on the ground.
(Meanwhile the poor peasant boy is taking such a slamming!) Walk to
the left side of the hotel and USE the ladder against the hotel
wall. CLIMB up it and USE the small pole on the sign above the
hotel door. This brings it crashing down on El Loco's head. CLIMB
down the ladder again and the peasant boy gives you a gold nugget.
Don't hurry to Maya in the canoe just yet. First go across to the
trading post. USE the money from the wallet to PICK UP several
items you will need downriver - the paddle, the poison root, the
fishing net, the extra ammunition, and the machete. EXIT and SAVE
the game. Now go and CLIMB into the canoe with Maya. The next
sequence is automatic and brilliant. End of chapter 6.
7. BRIDGE OF DEATH
As soon as you can, SAVE the game. This is another timed sequence
and time is very short. It is also the first time you get to choose
between playing Jason and playing Maya. You do this by clicking on
the picture (at the top of the screen) of the character you want to
activate. As the chapter opens, you are playing Jason. Stick with
Jason for now.
Quickly - walk to the sheet of corrugated metal and MOVE it. Then
walk to the log and MOVE it too. Go immediately to Allen and SELECT
the extra ammunition from inventory, giving it to him. You may need
to save the game frequently here after each completed action. Now
walk to the hanging vine and PICK it UP.
Switch to Maya (the bridge is too fragile for Maya and needs
repairing). She walks to the break in the centre of the bridge. USE
the vine here. Maya can then cross to the other side. Switch back
to Jason and walk him over the bridge too. Here, alas, Allen
perishes nobly.
You arrive at the Amazon Queen (strangely reminiscent of the
African Queen in that great Humphrey Bogart movie). TALK to the
captain and OFFER him cigarettes and the gold nugget. Then you get
taken "down the river" - and how.
8. SLAVE TRADERS
You must get on board the boat without being seen or eaten. When
Sam the guard disappears, walk over to the hollow reeds at the
right of the screen. USE the poison root on the river, killing the
fish with the nasty little choppers. Wait till the coast is clear
again, then PICK UP a reed and enter the water [Note: you must do
this from the right of the screen or the current will take you past
the boat.]
You swim across to the stern ladder. Wait for the guard to pass and
CLIMB on to the boat. You are now in one of those classic Access
software scenes, familiar to "Countdown" fans, in which you must
keep moving to avoid the guard in a confined space. It helps if you
SAVE the game here. Walk to the port side of the boat (that's the
left, you landlubbers!) and PICK UP the fishing pole on the deck.
Now walk up the deck beside the captain's cabin as the guard comes
down the starboard side. Walk right around the cabin, keeping it
between you and the guard as he passes on his round.
Go to the crate standing between the two cabins. OPEN the lid and
PICK UP the harpoon inside. Keeping out of sight of the guard, walk
to the bow of the boat (the pointy end) and MOVE the harpoon gun so
it's pointing down the deck. SELECT the harpoon and USE it on the
gun to load it. You can hide behind the crates on the foredeck when
the guard comes by. MOVE the crate on the left. It slides forward
clearing your line of fire. Walk back to the gun and SAVE the game.
When the guard comes again MOVE the trigger and spear him with the
harpoon. You only get one shot and if you miss, you're dead - hence
the wisdom in saving before you fire.
Now the deck is clear. Walk back to the captain's cabin and LOOK in
the porthole. USE the fishing pole to get the keys. EXIT and go to
the cabin where Maya is being held.
SAVE the game before you enter, as another timed sequence will
begin which requires rapid action on your part. USE the keys to
open the door. Enter Maya's cabin - be quick, the captain is
gunning for you. MOVE the bar in the corner to block the door. USE
the knife to cut Maya's ropes. Be careful to walk around only
between shots through the door. If you're in motion when the bullet
is fired, you're gone. MOVE the handle on the glass cabinet to open
it. PICK UP the bottle of rum. PICK UP the rag from the table
(ignore the plate - it's a diversion). In your inventory, drag the
rag to the bottle of rum. Don't light it yet. Walk to the porthole
and OPEN it. Go into inventory again and drag the lighter across to
the rag in the bottle, producing a molotov cocktail. USE the
molotov on the open porthole. Then walk quickly to the door and
MOVE the bar. OPEN the door and walk out. You must do all this
before the gunpowder outside the porthole explodes. If you escape
successfully, you come to the cannibal village.
Time is short here too. SAVE the game as soon as you can to avoid
being eaten. This is the second time in the game when you have to
choose between playing Maya or Jason. Select Maya to begin, and
walk to the river bank. USE the fishing net to snare the passing
crate of fireworks in the river. SELECT the fireworks and walk to
the fire. USE them on the fire. That was the easy part.
Now click back on Jason and walk him to the rock beside the river.
MOVE it and PICK UP the worm (before he slithers away). In the
inventory, drag the worm to the fishing pole and USE the baited
hook in the river to catch a fish. Next, go over to the native hut
on the left of the screen and PICK UP the ladle in the doorway.
Walk to the pot and MOVE it on to the fire. From your inventory,
SELECT the jerrycan of lime encrusted water and put it in the pot.
Then SELECT the fish and do likewise.
Now switch back to Maya. Walk her over the bridge across the stream
and down to the plant beside the river. PICK UP the plant and walk
back to the pot. SELECT the plant and put it in the pot. The
healing mixture will now brew. SELECT the ladle (Maya) and USE it
on the pot. SELECT it again (important) and it will now be filled.
Walk over to the boy and USE it on him. [Note: the timing for all
this is very short and may require several tries. So save, save,
save.]
Now you get your first river ride!
9. ANCIENT SECRETS
There's no secret to the river ride, except that you have to pay
attention to the instructions you received after healing the boy.
"At the first branch go left, at the next two branches go right, at
the following branch go left."
So just do that, and save frequently.
This brings you finally to Hans Stroheim. You must OFFER Stroheim
the map and the compass. In return he asks you to go find evidence
of the fabulous treasure in the last camp of the Conquistadors.
At the site of the Conquistadors' camp PICK UP the long wooden
plank and then USE it on the moss covered boulder. This makes a
springboard. Click on Maya and walk her to the lower end of the
plank. Click on Jason and walk him to the tree stump. CLIMB the
stump. Jason then automatically propels Maya up to the first tree
platform where she can CLIMB to the upper platform. Maya walks to
the edge of the upper platform and MOVES the vine, swinging across
to the treehouse. Maya should then MOVE the rope so Jason can CLIMB
up and join her.
Walk both characters over to the pulley, one by one. Walk Maya
slightly further than Jason (only slightly) into the basket. Jason
must then MOVE the pulley rope to haul Maya up to the treehouse.
Maya must walk very carefully to the door of the treehouse - SAVE
frequently here. From the top of the pulley, it's 4 steps to the
left (4 sounds of footfall). 1 step forward. 1 step left. It can be
done!
10. THE HALL OF DEATH
In the treehouse, PICK UP the key from the chain around the
skeleton's neck. USE the key on the chest. PICK UP the scroll
inside and read it. USE the machete to clear away the vines and
leaves behind the chest, exposing another skeleton. USE the machete
again on the breastplate of the armour and PICK UP the emerald.
EXIT the scene and you arrive back at the hut of Hans Stroheim.
He now tells you how to get to the site of Allen's camp which was
attacked. But you have to ride the river again. Note the
instructions you receive - they are, in fact, the opposite of the
ones you got before. At the branches: RIGHT, LEFT, LEFT, RIGHT.
Just do it again!
This brings you to a macabre scene, and the end of another short
chapter.
11. THE SPECTRE OF EVIL
Click on Jason and walk to the front of the jeep. MOVE the winch
(not the red lever) and hang a wire to the log resting on the
tarpaulin. Walk over to the body in front of Holbrook's tent and
PICK UP the chain on the ground. Walk to the log on the tarp and
USE the chain on it. Go to Holbrook's tent and OPEN it. PICK UP the
gasoline can there. Go to the jeep and USE the gasoline in the gas
tank at the back. MOVE the gas cap lying on the floor to seal the
gas tank. Go to the body on the ground to the left of Holbrook's
tent and PICK UP the key from his hand. Return to the door of the
jeep and USE the key. This starts the engine. Go round to the front
of the jeep and MOVE the red winch lever. This hauls up the log.
Either Jason or Maya can now walk to the tarpaulin and MOVE the
corner, exposing a box of dynamite. OPEN the box and PICK UP the
dynamite. Now walk (Jason or Maya) to the bottom of the screen and
OPEN the watertight box there. PICK UP the geiger counter and USE
it on different objects in the screen. The sound effects are good
and they vary in different areas of the screen, leading you to the
plant behind the jeep. It gives off heat! MOVE the plant and expose
an arrow in the tree. PICK UP the arrow, and then you are finished
in the camp. EXIT for the third and last run at the river.
This time it's tricky. It's the same river, and the same rocks, but
you have no directions.
At the branches go RIGHT, RIGHT, RIGHT, LEFT, RIGHT. Yes - FIVE
branches this time. Keep saving regularly. At least you are a more
experienced canoeist this time!
When you have successfully navigated the river for the last time,
you go over a spectacular waterfall. Look closely now: this is the
best view of Maya you're going to get!
12. A SECRET PASSAGE
You are into a timed sequence here again. Quickly, folks. Under the
waterfall, MOVE the tree limb leaning against the rock to expose
the secret passage. USE the arrowhead on the door to open it.
On the suspension bridge, ignore the flying arrows and walk to the
middle of the bridge between the two pillars. Stay close beside the
wall on your right. Don't go beyond the second pillar. Wait there
for Sanchez and his men to break through the door and shoot the
guards. As soon as - i.e. immediately - you regain control of the
screen, go to your inventory and drag the lighter across to the
dynamite, producing lit explosives. USE this on the bridge where
you are standing (i.e. about half way down on the right) and then
walk quickly towards the temple in the distance - before it blows
up! End of Sanchez.
But now comes . . the pit of death!
13. THE THING IN THE PIT
You only have a few seconds here. It can be tricky. SAVE the game
as soon as the scene opens. First, PICK UP the bootlaces in front
of the skeleton. Then PICK UP the broken spear leaning against the
wall. MOVE the turtle shell over to the wall and CLIMB on it. The
creature will have appeared by now. PICK UP the burning torch above
your head. This keeps the thing at bay for a few moments. Go
forward a bit and USE the knife on the flower hanging down in front
of you. It begins to drip its sap on the floor. Go back to the
shell. When the torch burns out the creature will come for you but
gets distracted by the honeysap.
Go immediately to your inventory and drag the bootlaces over to the
broken spear, then drag the knife over that. This will produce a
knife spear. USE the spear on the giant ant's underbelly -
[Important note: you thrust the spear by using the UP ARROW key.
Clicking the spear on the ant doesn't work].
When the creature is dead, the game is over.
14. THE GUARDIANS OF EDEN
The hero's finale is, I think, a bit disappointing.
After the build-up in the manual you are expecting something more.
Unfortunately, it's an automatic sequence and you have no part to
play. You're not even given the choice of taking Maya or the
emeralds. It all ends like the final scenes on Love Boat.
Given the choice, I would have taken the jewels. At least with them
you could have had any blonde in a white bikini anywhere in the
world, and the money too!
But it is only a fantasy. And still, an excellent game!
Top of page |
|
|
|
Solution #3 for Amazon: Guardian of Eden
AMAZON is a good adventure story (and would make a heck of a movie), but
the program has some strange properties: Directions are sometimes
meaningless; the map is of use only when NSRT headquarters allows it to be;
either a random factor (doubtful) or a bug (likely) renders commands
inoperable at inopportune moments; and we are prompted regularly, via
message or Paco the parrot, to perform mundane actions even a rookie
adventurer would have enough sense to try.
In many cases, only one command works; alternative actions are mostly non-
existent, and even when they aren't, they don't offer much help. Paco is a
fabulous guide when we don't need him, and the hint list included in the
package is of value for but one aspect of a specific puzzle (which is
understandable).
AMAZON does offer some fine problems; unfortunately, the perpetual idiocy
of the program takes away much of the fun of solving them.
Nevertheless, the story makes the trip worthwhile. Be prepared for many
dangers, some insulting program behavior, and be ready to do a lot of SAVEs.
START. At the outset, AMAZON is not under your control, so when the first
screen appears: WAIT. Although the next message says to use a joystick,
twiddling it has no effect on the mini-film that follows: A static-filled
Landsat A-505 transmission comes through, and a panning camera reveals a
wrecked jungle camp, several bloody bodies, and, just before the
transmission ends, the face of a wild-eyed Huni warrior. When the scene is
over, GO TO MURPHY'S OFFICE.
NSRT Director Murphy will ask you your name, then fumble through some
documents. NO MATTER WHAT NAME YOU TYPE IN AT THIS PROMPT, REMEMBER IT
EXACTLY! You will need it later; and if you type it in wrong, you'll end
the game. Answer YES to Murphy's next question; YES or NO to the "Scared?"
query brings the same reply; and YES to the third question. Murphy will
then ask you your level of expertise: for now, NOVICE. He will tell you
that you are to go to the Amazon and find out what happened to the previous
archeological expedition. He'll also give you a sealed letter.
After you're done with Murphy, GO TO THE AIRPORT. OPEN THE LETTER. In it
you will find information about a Professor Beneker, a ticket to Miami, and
$20,000. GO TO MIAMI. A bearded stranger will make a telephone call.
TAXI. Once you've arrived in Miami, you'll hail a taxi. The driver will ask
you where you want to go: TAKE ME TO THE ARCHEOLOGICAL INSTITUTE. The
driver will then suggest a hotel. Tell him NO, because you must get to the
Institute: Professor Beneker was murdered not an hour ago. (YES to the taxi
driver gets you mugged and ends the game.)
OUTSIDE THE INSTITUTE. When the taxi drops you off outside the Institute,
you will see police cars. ENTER THE INSTITUTE. This command will bring up a
picture of a policeman. SHOW THE LETTER TO THE POLICEMAN, and he'll get out
of your way. ENTER THE INSTITUTE again. Inside you'll meet a teary-eyed
secretary, who will ask you your name: ENTER IT EXACTLY AS YOU TOLD MURPHY
OR YOU'LL BE HISTORY, BRANDED AN IMPOSTER! She will then ask you if you've
come for the Professor's notebooks -- he was an expert on the Huni tribe --
to which you answer YES. She'll tell you to go to Beneker's office in the
east wing: GO TO THE EAST WING.
From the doorway of the Professor's office, you'll hear more hideous crying.
ENTER THE OFFICE to find a covered birdcage, a refrigerator, a ransacked
desk, and a cupboard. UNCOVER THE BIRDCAGE. At this point, Paco will ask
you your name then take over and do everything except draw you a bath.
Since Paco will lead you around as if you were retarded, here are the
(unexplained) commands to use in the office: OPEN THE CAGE. OPEN THE
REFRIGERATOR. TAKE THE FRUIT AND THE MEDICINE. FEED PACO. YES. YES. YES.
PACO. OPEN THE CUPBOARD. TAKE THE FOOD. EXAMINE THE METAL. TAKE THE DART
GUN. EXAMINE THE DART GUN.
EXIT the office. Outside you'll be confronted by the Director of the
Institute, who will say that Paco is too valuable to be taken away. EXIT
again, and you'll be grabbed by the guards. Things look bleak, but the
Director will hesitate then demand $20,000. PACO. NO. The Director will
demand $15,000. PACO. NO. The Director will become dangerously impatient,
and demand $10,000 (or else!). PACO. YES. The Director will be satisfied so
GO TO THE AIRPORT.
At the airport, BUY TWO TICKETS. You'll be prompted. GO TO THE COURTESY
BOOTH, say YES, and TAKE THE BACKPACK. Check your INVENTORY (prompted
again!) then BOARD THE PLANE. The plane will make an unscheduled refueling
stop in Guatemala, and a corrupt immigrations officer will demand
cigarettes. (You might want to do a SAVE here, to see if you can find
another way to buy off the officer. The cigarettes come in handy in the
jungle. Chances are you'll have to GIVE THE CIGARETTES TO THE OFFICER, but
the program is so inconsistent, other bribery methods could crop up at any
moment.)
AMAZON. Once you've taken care of the immigrations officer, you'll get the
message GOOD WORK!, after which you'll wake up in darkness, with a pounding
headache. Paco will take the parachute off your head. Of all things, you'll
be prompted to sit up!
Congratulations! You've made it to the Amazon in one piece. Don't get too
comfortable, though, your problems (and the program's) are just beginning.
JUNGLE. The first thing to do in the jungle is ignore Paco: Following his
directions will get both of you lost. READ THE NOTE in your backpack then
TURN ON THE COMPUTER. Type in the code to contact NSRT: The good news is
that NSRT will have a satellite fix on you at all times; the bad news is
that the Huni tribe is on the rampage, government soldiers are drunk and
crazy, the Kemani tribe must be treated carefully, and Macuma, an active
volcano, might erupt at any time.
From your primary location in the jungle (RD,T4), (S)OUTH, SOUTHWEST, and
SOUTHEAST (NE, NW, SW, SE cannot be used,) lead to an impassable cliff;
(N)ORTH and NORTHWEST make you dinner for cannibals; (W)EST leads to a
dead-end game trail and a bloodless encounter with a jaguar (a foray EAST
or WEST from the game trail might result in death). So from RD,T4, go EAST
(but don't bother consulting the map because directions don't match it
properly). A wild boar will appear, then rush off. If you follow it, the
game is over. The only thing to do is go NORTH twice and get captured by
the government troops, a frightening, frustrating, but completely
unavoidable experience.
Much of the troop sequence is justifiably beyond your control. As soon as
you're captured, Paco will fly off, you'll be stripped of your backpack,
then tied up and put in a tent. The leader of the troops will enter the
tent, point a very large gun in your face, brand you a spy, then coyly
demand money. Any command here serves to advance the action. When the
leader exits the tent, he'll drop your backpack beside you. Night will fall.
You'll hear Paco outside the tent, so PACO. He'll come in and release you.
GET THE BACKPACK. Go WEST. You'll be in the middle of the soldiers' camp;
all around you they sleep, but it's so dark you can't see them. WEAR THE
GOGGLES (they're for night vision), and they'll reveal an exit to the north.
DO A SAVE! The most bizarre program activity took place here! Go NORTH.
You're out of the camp but not home free. The message will tell you to
remove the goggles so you don't wear the batteries down. You cannot do
ANYTHING until you remove them. As soon as you do, the soldiers wake up and
discover you've skipped town. At this point, you have three moves to figure
out what to do before the soldiers capture and kill you.
The only command that will get you out of this mess is TURN ON THE COMPUTER,
but I tried it *FIFTY* times before it worked! I kept getting messages: You
Don't Want To Wear Out The Batteries or Conditions Unfavorable or That
Isn't Helpful. No other action is possible in this situation.
So try this: After you've removed the goggles, OPEN THE ENVELOPE, and jot
down (or otherwise remember) the emergency code because the paper on which
it is written oxidizes. TURN ON THE COMPUTER.
(OPENing THE ENVELOPE could be the key here. I opened the envelope upon
first reaching the jungle, so I knew the emergency code. When nothing
worked after escaping the camp, I restarted, and left the envelope unopened
until after I'd escaped. It still didn't work right away. The program
refused to allow me to turn on the computer through fifty RESTOREs; until
all of sudden, it worked.)
CAMPSITE. Okay, you've TURNed ON THE COMPUTER. Assuming things function
properly, enter the emergency code, and contact will be made. You'll get
some nonsense about Washington weather and high-scoring football games --
odd, considering there are two transmission codes and one of them is for
emergencies only. At the question, "By The Way, Anything Wrong?" type YES.
You'll be given your map position (AU,F1) and the location (WP,T1) of a
safe campsite. DON'T BREAK CONTACT OR YOU'LL BE CAUGHT AND EXECUTED!
Consult the map and enter directions while online. Your new location will
be noted after each move. Do this until you've reached the campsite. You
and Paco will be tired, so go to SLEEP. You'll need plenty of rest.
Everything from finger-less natives to jungle mazes will be on tomorrow's
agenda.
JUNGLE MAZE. Next morning, NORTH is the only way to go. In the jungle, an
arrow will thud into a tree, and a Kemani warrior will appear. SMILE, and
you'll be taken to the Kemani village. The tribesmen will make weird
gestures and be described as having no fingers. If you have the cigarettes,
GIVE THE CIGARETTES TO THE MEN. The chances are awesome that you won't have
them, so type in any *safe* command, such as SMILE or EXAMINE FINGERS. The
Kemani will find you tedious and dump you off in the jungle.
The picture that comes up after you've been dumped off will not be the same
after you've done a SAVE, which I strongly suggest be done. It doesn't
matter if the picture changes after the SAVE because using the PICTURESOFF
command here will help you get out of the jungle: with no pictures you get
a full screen of scrolling text, very helpful for maze mapping because you
can see the results of several previous moves. With the PICTURESON, you
have a small text window which erases after each command.
Consulting Paco or NSRT base will tell you to drop objects in the jungle,
draw a map, then retrieve the objects after you've made it out. As far I as
could tell, mapping (rather, what you'd normally consider mapping) is
useless: you can't *draw* a map because directions are devoid of meaning.
Also, it seemed that after running around in circles for a while, I sort of
stumbled out of the maze and back into the campsite. So do a SAVE before
you start anything.
After the SAVE, DROP something then go NORTH. Keep on DROPping things and
going NORTH until you *return* to something you dropped earlier. Go off in
different directions, until you find an empty location, then DROP something
else. At a certain point, you'll be completely trapped -- you won't find a
jungle spot *without* one of your items already there and you'll keep
coming back to the same items over and over. Now, start at a location with
a dropped item, and make a note of where every direction leads you. Keep
returning to the item until you've mapped every direction, then go to a
different item and do the same. (There are only so many items you can drop
before you start running in circles; it doesn't matter where you start
dropping them nor where you end.) In any case, at some point you'll emerge
from the jungle and reach the campsite. Before you go back to retrieve the
items you dropped, remember which item and which direction you exited from.
Retrieve all the others then wander about until you find the last item.
TAKE (the item) then go back to the campsite.
Exiting the jungle maze will return you to the campsite. Again, NORTH is
the only way to go, but this time it will take you to the South Slope of
Macuma. Go NORTH again. You'll start to get cold so WEAR THE PARKA. NORTH
once more and you'll be at 11000 feet. NORTH again and you'll be in a
blinding snowstorm. (Here, another strange thing happens: It seems you can
turn on the computer *only* at times the program assumes are important. At
any other time, Conditions Are Unfavorable, even daylight in the jungle.
It's fortunate for us that the computer works now, but I think a blinding
snowstorm should qualify as 'unfavorable conditions'.) So, TURN ON THE
COMPUTER. Here you will use the same procedure you used to escape from the
soldiers. NSRT will give you your present location and inform you of a safe
campsite on the summit of Macuma (visible as a crater on the map). Enter
the directions and consult the map. Directions don't match, apparently due
to the storm.
When you reach the summit, go NORTH to the lava tube. ENTER THE LAVA TUBE.
FEED PACO. TURN ON THE COMPUTER. You will receive important instructions:
Able bridge has been washed out, and a boat will be air-dropped tomorrow;
to reach the Rio Sagora River, you must enter the Macuma crater to the
north; and since Paco is deathly afraid of water (he warned you of this in
Beneker's office), you should use the dart gun on him before you cross the
river. After this, get some SLEEP. In the morning, go NORTH three times,
down through the crater. You'll emerge in the jungle again. Go NORTH to the
clearing. A plane will fly over, and a parachute will fall into the trees.
Go EAST four times, and you'll find a parachute and a large carton. TAKE
THE PARACHUTE. OPEN THE CARTON. TAKE THE RIFLE AND THE OAR. EXAMINE THE
RIFLE and EXAMINE THE OAR will inform you that both are bent, but they will
be of use so keep them. INFLATE THE RAFT. It has a leak that cannot be
repaired so leave it. You'll have to find another method of transport to
cross the river.
RIVER. Go NORTH from the useless raft and you'll be at the banks of the Rio
Sagora River. WEAR THE GOGGLES. A hippo will be visible so consult PACO. He
will advise you to BE STILL, amigo. The hippo will float away. Go WEST
twice. There is a native boat here but EXAMINE THE BOAT reveals a hole
punched through it. USE THE PARACHUTE and the hole is repaired. Since our
parrot guide hates water, TRANQUILIZE PACO. ENTER THE BOAT. CROSS THE RIVER.
Out in the river, the currents will toss the boat about wildly, thus
attracting a slew of starving alligators. USE THE OAR to beat them away.
You'll race frantically to the shore. Paco will wake from his drug-induced
sleep, you'll set up camp, and soon fall asleep to the chattering of
monkeys.
MONKEY PUZZLE. When you wake up the next day, Paco will have forgiven you
for the dart gun episode. The computer will beep. TURN ON THE COMPUTER. You
will be given your position and the message that the Rio Sagora River was
the last major obstacle. NSRT will then ask you why you didn't check in
last night. SLEEP or TIRED will return this message: "Check your inventory
then call back." As soon as you're offline, a new message will inform you
that all your equipment is missing. TURN ON THE COMPUTER again and you'll
learn that NSRT knows all about the monkeys and your missing backpack.
Fortunately, a micro-transmitter was sewn into the backpack, and NSRT is
tracking it. Here, we have the same procedure as that used for the
snowstorm and the soldiers: You'll be given the positions of yourself and
the backpack; you consult the map and enter directions. After a few moves,
NSRT will tell you this isn't working. They'll send you a graphic image and
leave it up to you to retrieve your gear. (The graphic image appears even
if you've used the PICTURESOFF command.)
You'll need a joystick. The graphic image is that of a rectangular grid,
fifteen blocks long by twenty-five blocks wide. You are marked by an oval
blob and the backpack by a small rectangle. Although the backpack moves on
diagonals, you can't. The trick is to corner the backpack, which can be
done quickly. I accomplished this in the bottom right corner.
After this chase is over, you'll be back in your camp. Some of your
equipment will be missing (rifle, oar, and Paco's food), and the monkeys
will throw rocks at you. The game then prompts you: "Better go east."
From the prompt, Go EAST twice. You'll reach a suspension bridge which
spans the river. Paco will outright refuse to cross, so SHOW PACO THE DART
GUN to persuade him otherwise. He'll hop on to your shoulder and close his
eyes. CROSS THE BRIDGE. Midway across, the structure will sway sickeningly,
Paco will detect it, and fly off on his own. CROSS THE BRIDGE once again
(you'll make it!), and the bridge will collapse behind you.
TREE OF SKULLS. After the bridge collapses, Paco (what a bird!) will point
(?) south. Go SOUTH three times. After each move, Paco will grow more
excited. The third SOUTH move will bring you to the Tree Of Skulls, which
is exactly that.
The direction to take from the Tree Of Skulls can be found by reading the
Warren-Allen University letter, reproduced on the inside flap of the game
package. (Of course you can figure out the direction by trial and error.)
WEST will bring you to the entrance to the Lost City Of Chak. TURN ON THE
COMPUTER. (The map location you are at now is the last reported position of
the previous expedition. The coordinates are also noted on the inside
flap.) NSRT will candidly admit thinking you wouldn't make it. You'll also
be told to make camp by 6:00pm; and, because the Huni attack at night, to
be prepared with goggles and laser. Moreover, you have enough rations for
only five days, so you have to be done and out of Chak before then. Macuma
might erupt at any moment. NSRT also thinks the videotape of the destroyed
camp (from the beginning of the game) will be useful and they'll upload it
to your computer.
HUNI ATTACK. After the transmission, it will be time to make camp. Paco
will indicate SOUTH. Camp will be made, it will be night, and you'll hear
grunting in the jungle. ACTIVATE THE LASER. WEAR THE GOGGLES.
You'll need a joystick again. The screen picture (PICTURESOFF doesn't
affect the graphics here) will show a huge crescent moon in a starlit sky,
and three figures scurrying back and forth among several bushes. At the
bottom of the screen is your laser defense. No difficulty here, just
pretend you're playing SPACE INVADERS!
After the battle, Paco will indicate it's safe to SLEEP. You will awake on
Day 1, and be told that Chak is to the north. Check your INVENTORY then go
NORTH -- we're almost done.
If you want to explore the following areas, well sure, go ahead. You don't
have a lot of moves to waste on exploration, for night arrives swiftly and
you *must* be back in camp: The Huni attack every night, in increasing
numbers. Also, Paco will get sick on the second day -- still got the
medicine?
WINDOW ROOM. ENTER Chak and you'll be in the Window Room. North leads to an
open courtyard; west to the ground floor of a tower; east to a passage with
a nasty-looking anaconda; and south leads outside to the entrance. Again,
each exploration is limited in moves, and there really isn't much to find.
So from the Window Room, go NORTH to the Open Courtyard. Go NORTH again
into the Fruit Room. Go EAST to the Statue.
In the Statue Room, go NORTH again. You'll be at the North Wall. PUSH THE
NORTH WALL. Part of it will pivot open to reveal a lever. PULL THE LEVER
and a floor slab will open to reveal a stairway leading down. Go DOWN to
the Narrow Passageway. The slab will close. Return is not possible.
From the Passageway, go WEST. You'll find a lighted stairway leading up. UP
will take you to the Vast Hall. Go WEST into the Smelly Room. Go NORTH and
TAKE THE KEY. Go SOUTH, then EAST back into the Vast Hall.
Go NORTH in the Vast Hall to the door with the gold lock and the rotting
skeleton. UNLOCK THE DOOR. TAKE THE PAPER. READing THE PAPER will show a
cryptogram message. The computer will beep, so TURN ON THE COMPUTER. NSRT
will tell you that the message has been deciphered. You must open three
doors at once and in the right sequence. When contact is broken, you'll see
a passage WEST, which will lead you to three doors. This is one of two
moments in the game when graphics are a must, so if you've been playing
without pictures, use the PICTURESON command. You have one move here and it
has to be the right one or poison gas will make short work of you. You'll
see three doors. Count the markings on each door then OPEN 132.
You made it! (Well, almost.) Ecstatic, you scoop up the DV emeralds. Macuma
erupts, and creates an earthquake (?). Blocks of stone fall around you. Go
SOUTH (yes, you'll be told) into the Vast Hall. A Secret Passage appears,
so go SOUTH again. Paco will prompt you to go SOUTH yet another time. SOUTH
once more will bring you to volcanic earth, and UP gets you out. Here is
the second moment when the graphics prove their worth. The picture will
show a freshly-dug hole, a shovel, and a passage West, none of which is
pointed out in the text alone. So go WEST and you'll be at the entrance to
the (no longer) Lost City Of Chak. A few rather messy-looking pictures
depict Macuma's destruction of Chak. Just when you think you and Paco are
doomed, a helicopter arrives. To put the icing on the cake, Paco will
prompt us to get in.
END. NSRT Director Murphy will be unimpressed by your success. Paco will
screech light praise. Music will play.
When you go to Murphy's office shortly after the start of the game, he will
ask you your level of expertise: Novice, Seasoned Explorer, or Expedition
Leader. The above walkthru took the Novice level. The notes that follow
concern the Explorer level.
Explorer level is played exactly the same as Novice, except for three minor
differences, which made play somewhat more difficult.
IMMIGRATIONS OFFICER. As with the Novice level, Explorer must deal with the
corrupt Immigrations Officer. Do a SAVE here because there are two
possibilities: If GIVE THE CIGARETTES TO THE OFFICER works, fine. If it
doesn't, you'll be tossed in jail, from which there is no escape.
If the cigarette bribe works, your next stop will be La Paz, Bolivia. It
doesn't matter what move you make here because you have only one, and as
soon as you've made it, a thief will jump out an alley, steal your
belongings, break a few of your ribs, and leave you lying in the street.
Paco will fly off. Check your INVENTORY. You should have a computer, a belt,
and a sealed envelope. You're in too much pain to go anywhere (or sit up,
for that matter) so OPEN THE ENVELOPE. It contains the emergency code
number. The paper will crumble to dust so write down the number. TURN ON
THE COMPUTER, enter the emergency code, and NSRT will tell you to stay put
because an agent will replace your stolen belongings.
At this point, you'll feel better. The La Paz police will show up and
demand money in return for Paco. EXAMINE THE BELT. GIVE THE GOLD TO THE
POLICE and Paco will be returned to you. You will then try to spend the
night in the Grand, the most luxurious hotel in La Paz. Too bad, they don't
let parrots into the rooms, so you hang around the streets all night. In
the morning, an NSRT agent arrives and replaces your stolen equipment. The
next scene puts you in the jungle, in exactly the same state as that at the
Novice level.
ALLIGATORS. Crossing the Rio Sagora River provokes an attack by alligators.
As a Novice, you were able to fight them with the oar. As an Explorer,
you'll have to USE THE OAR and, because it alone does not rid you of them,
USE THE RIFLE.
ANTECHAMBER DOORS. At Novice level, you had to open three doors in the
proper sequence. Being an Explorer, you'll have to do this twice. The first
three doors are identical to those at Novice level: OPEN 132. (The wrong
move kills you; the right move gives you a breath of fresh air.) The second
set of doors also OPENs 132, even though the markings are different. (I did
a SAVE here then guessed. There is really no way to determine the sequence
because the door markings are vague, at best.)
In addition to the oddities noted for Novice level, one cropped up at
Explorer level. On first reaching the jungle (at any level), you must TURN
ON THE COMPUTER and contact NSRT base. At Explorer level, however, you are
given a mission quite different than that of Novice: you are to find the
Lost City Of Chak and get the DV emeralds which, ultimately, will be used
for secret national defense projects. Although reading the game package
will tell you that the emeralds are the goal, the initial Novice-level
computer contact won't bring this to your attention.
One more thing: After you open the envelope with the emergency code, the
envelope will self-destruct. It does this at both levels of play. At
Explorer level, after you're mugged, you'll have to open the envelope in
order to contact NSRT base. Later, in the jungle, checking your INVENTORY
will reveal another envelope with the emergency code. It's neither magic
nor a bug. Remember, you were resupplied after the mugging in La Paz.
As for Expedition Leader level, you're on your own. I can't bear to play
AMAZON again.
AMAZON is published by Telarium Corporation.
This walkthru is copyright (c) 1986 by The Doctor's Office. All rights
reserved.
AMAZON is a good adventure story (and would make a heck of a movie), but
the program has some strange properties: Directions are sometimes
meaningless; the map is of use only when NSRT headquarters allows it to be;
either a random factor (doubtful) or a bug (likely) renders commands
inoperable at inopportune moments; and we are prompted regularly, via
message or Paco the parrot, to perform mundane actions even a rookie
adventurer would have enough sense to try.
In many cases, only one command works; alternative actions are mostly non-
existent, and even when they aren't, they don't offer much help. Paco is a
fabulous guide when we don't need him, and the hint list included in the
package is of value for but one aspect of a specific puzzle (which is
understandable).
AMAZON does offer some fine problems; unfortunately, the perpetual idiocy
of the program takes away much of the fun of solving them.
Nevertheless, the story makes the trip worthwhile. Be prepared for many
dangers, some insulting program behavior, and be ready to do a lot of SAVEs.
START. At the outset, AMAZON is not under your control, so when the first
screen appears: WAIT. Although the next message says to use a joystick,
twiddling it has no effect on the mini-film that follows: A static-filled
Landsat A-505 transmission comes through, and a panning camera reveals a
wrecked jungle camp, several bloody bodies, and, just before the
transmission ends, the face of a wild-eyed Huni warrior. When the scene is
over, GO TO MURPHY'S OFFICE.
NSRT Director Murphy will ask you your name, then fumble through some
documents. NO MATTER WHAT NAME YOU TYPE IN AT THIS PROMPT, REMEMBER IT
EXACTLY! You will need it later; and if you type it in wrong, you'll end
the game. Answer YES to Murphy's next question; YES or NO to the "Scared?"
query brings the same reply; and YES to the third question. Murphy will
then ask you your level of expertise: for now, NOVICE. He will tell you
that you are to go to the Amazon and find out what happened to the previous
archeological expedition. He'll also give you a sealed letter.
After you're done with Murphy, GO TO THE AIRPORT. OPEN THE LETTER. In it
you will find information about a Professor Beneker, a ticket to Miami, and
$20,000. GO TO MIAMI. A bearded stranger will make a telephone call.
TAXI. Once you've arrived in Miami, you'll hail a taxi. The driver will ask
you where you want to go: TAKE ME TO THE ARCHEOLOGICAL INSTITUTE. The
driver will then suggest a hotel. Tell him NO, because you must get to the
Institute: Professor Beneker was murdered not an hour ago. (YES to the taxi
driver gets you mugged and ends the game.)
OUTSIDE THE INSTITUTE. When the taxi drops you off outside the Institute,
you will see police cars. ENTER THE INSTITUTE. This command will bring up a
picture of a policeman. SHOW THE LETTER TO THE POLICEMAN, and he'll get out
of your way. ENTER THE INSTITUTE again. Inside you'll meet a teary-eyed
secretary, who will ask you your name: ENTER IT EXACTLY AS YOU TOLD MURPHY
OR YOU'LL BE HISTORY, BRANDED AN IMPOSTER! She will then ask you if you've
come for the Professor's notebooks -- he was an expert on the Huni tribe --
to which you answer YES. She'll tell you to go to Beneker's office in the
east wing: GO TO THE EAST WING.
From the doorway of the Professor's office, you'll hear more hideous crying.
ENTER THE OFFICE to find a covered birdcage, a refrigerator, a ransacked
desk, and a cupboard. UNCOVER THE BIRDCAGE. At this point, Paco will ask
you your name then take over and do everything except draw you a bath.
Since Paco will lead you around as if you were retarded, here are the
(unexplained) commands to use in the office: OPEN THE CAGE. OPEN THE
REFRIGERATOR. TAKE THE FRUIT AND THE MEDICINE. FEED PACO. YES. YES. YES.
PACO. OPEN THE CUPBOARD. TAKE THE FOOD. EXAMINE THE METAL. TAKE THE DART
GUN. EXAMINE THE DART GUN.
EXIT the office. Outside you'll be confronted by the Director of the
Institute, who will say that Paco is too valuable to be taken away. EXIT
again, and you'll be grabbed by the guards. Things look bleak, but the
Director will hesitate then demand $20,000. PACO. NO. The Director will
demand $15,000. PACO. NO. The Director will become dangerously impatient,
and demand $10,000 (or else!). PACO. YES. The Director will be satisfied so
GO TO THE AIRPORT.
At the airport, BUY TWO TICKETS. You'll be prompted. GO TO THE COURTESY
BOOTH, say YES, and TAKE THE BACKPACK. Check your INVENTORY (prompted
again!) then BOARD THE PLANE. The plane will make an unscheduled refueling
stop in Guatemala, and a corrupt immigrations officer will demand
cigarettes. (You might want to do a SAVE here, to see if you can find
another way to buy off the officer. The cigarettes come in handy in the
jungle. Chances are you'll have to GIVE THE CIGARETTES TO THE OFFICER, but
the program is so inconsistent, other bribery methods could crop up at any
moment.)
AMAZON. Once you've taken care of the immigrations officer, you'll get the
message GOOD WORK!, after which you'll wake up in darkness, with a pounding
headache. Paco will take the parachute off your head. Of all things, you'll
be prompted to sit up!
Congratulations! You've made it to the Amazon in one piece. Don't get too
comfortable, though, your problems (and the program's) are just beginning.
JUNGLE. The first thing to do in the jungle is ignore Paco: Following his
directions will get both of you lost. READ THE NOTE in your backpack then
TURN ON THE COMPUTER. Type in the code to contact NSRT: The good news is
that NSRT will have a satellite fix on you at all times; the bad news is
that the Huni tribe is on the rampage, government soldiers are drunk and
crazy, the Kemani tribe must be treated carefully, and Macuma, an active
volcano, might erupt at any time.
From your primary location in the jungle (RD,T4), (S)OUTH, SOUTHWEST, and
SOUTHEAST (NE, NW, SW, SE cannot be used,) lead to an impassable cliff;
(N)ORTH and NORTHWEST make you dinner for cannibals; (W)EST leads to a
dead-end game trail and a bloodless encounter with a jaguar (a foray EAST
or WEST from the game trail might result in death). So from RD,T4, go EAST
(but don't bother consulting the map because directions don't match it
properly). A wild boar will appear, then rush off. If you follow it, the
game is over. The only thing to do is go NORTH twice and get captured by
the government troops, a frightening, frustrating, but completely
unavoidable experience.
Much of the troop sequence is justifiably beyond your control. As soon as
you're captured, Paco will fly off, you'll be stripped of your backpack,
then tied up and put in a tent. The leader of the troops will enter the
tent, point a very large gun in your face, brand you a spy, then coyly
demand money. Any command here serves to advance the action. When the
leader exits the tent, he'll drop your backpack beside you. Night will fall.
You'll hear Paco outside the tent, so PACO. He'll come in and release you.
GET THE BACKPACK. Go WEST. You'll be in the middle of the soldiers' camp;
all around you they sleep, but it's so dark you can't see them. WEAR THE
GOGGLES (they're for night vision), and they'll reveal an exit to the north.
DO A SAVE! The most bizarre program activity took place here! Go NORTH.
You're out of the camp but not home free. The message will tell you to
remove the goggles so you don't wear the batteries down. You cannot do
ANYTHING until you remove them. As soon as you do, the soldiers wake up and
discover you've skipped town. At this point, you have three moves to figure
out what to do before the soldiers capture and kill you.
The only command that will get you out of this mess is TURN ON THE COMPUTER,
but I tried it *FIFTY* times before it worked! I kept getting messages: You
Don't Want To Wear Out The Batteries or Conditions Unfavorable or That
Isn't Helpful. No other action is possible in this situation.
So try this: After you've removed the goggles, OPEN THE ENVELOPE, and jot
down (or otherwise remember) the emergency code because the paper on which
it is written oxidizes. TURN ON THE COMPUTER.
(OPENing THE ENVELOPE could be the key here. I opened the envelope upon
first reaching the jungle, so I knew the emergency code. When nothing
worked after escaping the camp, I restarted, and left the envelope unopened
until after I'd escaped. It still didn't work right away. The program
refused to allow me to turn on the computer through fifty RESTOREs; until
all of sudden, it worked.)
CAMPSITE. Okay, you've TURNed ON THE COMPUTER. Assuming things function
properly, enter the emergency code, and contact will be made. You'll get
some nonsense about Washington weather and high-scoring football games --
odd, considering there are two transmission codes and one of them is for
emergencies only. At the question, "By The Way, Anything Wrong?" type YES.
You'll be given your map position (AU,F1) and the location (WP,T1) of a
safe campsite. DON'T BREAK CONTACT OR YOU'LL BE CAUGHT AND EXECUTED!
Consult the map and enter directions while online. Your new location will
be noted after each move. Do this until you've reached the campsite. You
and Paco will be tired, so go to SLEEP. You'll need plenty of rest.
Everything from finger-less natives to jungle mazes will be on tomorrow's
agenda.
JUNGLE MAZE. Next morning, NORTH is the only way to go. In the jungle, an
arrow will thud into a tree, and a Kemani warrior will appear. SMILE, and
you'll be taken to the Kemani village. The tribesmen will make weird
gestures and be described as having no fingers. If you have the cigarettes,
GIVE THE CIGARETTES TO THE MEN. The chances are awesome that you won't have
them, so type in any *safe* command, such as SMILE or EXAMINE FINGERS. The
Kemani will find you tedious and dump you off in the jungle.
The picture that comes up after you've been dumped off will not be the same
after you've done a SAVE, which I strongly suggest be done. It doesn't
matter if the picture changes after the SAVE because using the PICTURESOFF
command here will help you get out of the jungle: with no pictures you get
a full screen of scrolling text, very helpful for maze mapping because you
can see the results of several previous moves. With the PICTURESON, you
have a small text window which erases after each command.
Consulting Paco or NSRT base will tell you to drop objects in the jungle,
draw a map, then retrieve the objects after you've made it out. As far I as
could tell, mapping (rather, what you'd normally consider mapping) is
useless: you can't *draw* a map because directions are devoid of meaning.
Also, it seemed that after running around in circles for a while, I sort of
stumbled out of the maze and back into the campsite. So do a SAVE before
you start anything.
After the SAVE, DROP something then go NORTH. Keep on DROPping things and
going NORTH until you *return* to something you dropped earlier. Go off in
different directions, until you find an empty location, then DROP something
else. At a certain point, you'll be completely trapped -- you won't find a
jungle spot *without* one of your items already there and you'll keep
coming back to the same items over and over. Now, start at a location with
a dropped item, and make a note of where every direction leads you. Keep
returning to the item until you've mapped every direction, then go to a
different item and do the same. (There are only so many items you can drop
before you start running in circles; it doesn't matter where you start
dropping them nor where you end.) In any case, at some point you'll emerge
from the jungle and reach the campsite. Before you go back to retrieve the
items you dropped, remember which item and which direction you exited from.
Retrieve all the others then wander about until you find the last item.
TAKE (the item) then go back to the campsite.
Exiting the jungle maze will return you to the campsite. Again, NORTH is
the only way to go, but this time it will take you to the South Slope of
Macuma. Go NORTH again. You'll start to get cold so WEAR THE PARKA. NORTH
once more and you'll be at 11000 feet. NORTH again and you'll be in a
blinding snowstorm. (Here, another strange thing happens: It seems you can
turn on the computer *only* at times the program assumes are important. At
any other time, Conditions Are Unfavorable, even daylight in the jungle.
It's fortunate for us that the computer works now, but I think a blinding
snowstorm should qualify as 'unfavorable conditions'.) So, TURN ON THE
COMPUTER. Here you will use the same procedure you used to escape from the
soldiers. NSRT will give you your present location and inform you of a safe
campsite on the summit of Macuma (visible as a crater on the map). Enter
the directions and consult the map. Directions don't match, apparently due
to the storm.
When you reach the summit, go NORTH to the lava tube. ENTER THE LAVA TUBE.
FEED PACO. TURN ON THE COMPUTER. You will receive important instructions:
Able bridge has been washed out, and a boat will be air-dropped tomorrow;
to reach the Rio Sagora River, you must enter the Macuma crater to the
north; and since Paco is deathly afraid of water (he warned you of this in
Beneker's office), you should use the dart gun on him before you cross the
river. After this, get some SLEEP. In the morning, go NORTH three times,
down through the crater. You'll emerge in the jungle again. Go NORTH to the
clearing. A plane will fly over, and a parachute will fall into the trees.
Go EAST four times, and you'll find a parachute and a large carton. TAKE
THE PARACHUTE. OPEN THE CARTON. TAKE THE RIFLE AND THE OAR. EXAMINE THE
RIFLE and EXAMINE THE OAR will inform you that both are bent, but they will
be of use so keep them. INFLATE THE RAFT. It has a leak that cannot be
repaired so leave it. You'll have to find another method of transport to
cross the river.
RIVER. Go NORTH from the useless raft and you'll be at the banks of the Rio
Sagora River. WEAR THE GOGGLES. A hippo will be visible so consult PACO. He
will advise you to BE STILL, amigo. The hippo will float away. Go WEST
twice. There is a native boat here but EXAMINE THE BOAT reveals a hole
punched through it. USE THE PARACHUTE and the hole is repaired. Since our
parrot guide hates water, TRANQUILIZE PACO. ENTER THE BOAT. CROSS THE RIVER.
Out in the river, the currents will toss the boat about wildly, thus
attracting a slew of starving alligators. USE THE OAR to beat them away.
You'll race frantically to the shore. Paco will wake from his drug-induced
sleep, you'll set up camp, and soon fall asleep to the chattering of
monkeys.
MONKEY PUZZLE. When you wake up the next day, Paco will have forgiven you
for the dart gun episode. The computer will beep. TURN ON THE COMPUTER. You
will be given your position and the message that the Rio Sagora River was
the last major obstacle. NSRT will then ask you why you didn't check in
last night. SLEEP or TIRED will return this message: "Check your inventory
then call back." As soon as you're offline, a new message will inform you
that all your equipment is missing. TURN ON THE COMPUTER again and you'll
learn that NSRT knows all about the monkeys and your missing backpack.
Fortunately, a micro-transmitter was sewn into the backpack, and NSRT is
tracking it. Here, we have the same procedure as that used for the
snowstorm and the soldiers: You'll be given the positions of yourself and
the backpack; you consult the map and enter directions. After a few moves,
NSRT will tell you this isn't working. They'll send you a graphic image and
leave it up to you to retrieve your gear. (The graphic image appears even
if you've used the PICTURESOFF command.)
You'll need a joystick. The graphic image is that of a rectangular grid,
fifteen blocks long by twenty-five blocks wide. You are marked by an oval
blob and the backpack by a small rectangle. Although the backpack moves on
diagonals, you can't. The trick is to corner the backpack, which can be
done quickly. I accomplished this in the bottom right corner.
After this chase is over, you'll be back in your camp. Some of your
equipment will be missing (rifle, oar, and Paco's food), and the monkeys
will throw rocks at you. The game then prompts you: "Better go east."
From the prompt, Go EAST twice. You'll reach a suspension bridge which
spans the river. Paco will outright refuse to cross, so SHOW PACO THE DART
GUN to persuade him otherwise. He'll hop on to your shoulder and close his
eyes. CROSS THE BRIDGE. Midway across, the structure will sway sickeningly,
Paco will detect it, and fly off on his own. CROSS THE BRIDGE once again
(you'll make it!), and the bridge will collapse behind you.
TREE OF SKULLS. After the bridge collapses, Paco (what a bird!) will point
(?) south. Go SOUTH three times. After each move, Paco will grow more
excited. The third SOUTH move will bring you to the Tree Of Skulls, which
is exactly that.
The direction to take from the Tree Of Skulls can be found by reading the
Warren-Allen University letter, reproduced on the inside flap of the game
package. (Of course you can figure out the direction by trial and error.)
WEST will bring you to the entrance to the Lost City Of Chak. TURN ON THE
COMPUTER. (The map location you are at now is the last reported position of
the previous expedition. The coordinates are also noted on the inside
flap.) NSRT will candidly admit thinking you wouldn't make it. You'll also
be told to make camp by 6:00pm; and, because the Huni attack at night, to
be prepared with goggles and laser. Moreover, you have enough rations for
only five days, so you have to be done and out of Chak before then. Macuma
might erupt at any moment. NSRT also thinks the videotape of the destroyed
camp (from the beginning of the game) will be useful and they'll upload it
to your computer.
HUNI ATTACK. After the transmission, it will be time to make camp. Paco
will indicate SOUTH. Camp will be made, it will be night, and you'll hear
grunting in the jungle. ACTIVATE THE LASER. WEAR THE GOGGLES.
You'll need a joystick again. The screen picture (PICTURESOFF doesn't
affect the graphics here) will show a huge crescent moon in a starlit sky,
and three figures scurrying back and forth among several bushes. At the
bottom of the screen is your laser defense. No difficulty here, just
pretend you're playing SPACE INVADERS!
After the battle, Paco will indicate it's safe to SLEEP. You will awake on
Day 1, and be told that Chak is to the north. Check your INVENTORY then go
NORTH -- we're almost done.
If you want to explore the following areas, well sure, go ahead. You don't
have a lot of moves to waste on exploration, for night arrives swiftly and
you *must* be back in camp: The Huni attack every night, in increasing
numbers. Also, Paco will get sick on the second day -- still got the
medicine?
WINDOW ROOM. ENTER Chak and you'll be in the Window Room. North leads to an
open courtyard; west to the ground floor of a tower; east to a passage with
a nasty-looking anaconda; and south leads outside to the entrance. Again,
each exploration is limited in moves, and there really isn't much to find.
So from the Window Room, go NORTH to the Open Courtyard. Go NORTH again
into the Fruit Room. Go EAST to the Statue.
In the Statue Room, go NORTH again. You'll be at the North Wall. PUSH THE
NORTH WALL. Part of it will pivot open to reveal a lever. PULL THE LEVER
and a floor slab will open to reveal a stairway leading down. Go DOWN to
the Narrow Passageway. The slab will close. Return is not possible.
From the Passageway, go WEST. You'll find a lighted stairway leading up. UP
will take you to the Vast Hall. Go WEST into the Smelly Room. Go NORTH and
TAKE THE KEY. Go SOUTH, then EAST back into the Vast Hall.
Go NORTH in the Vast Hall to the door with the gold lock and the rotting
skeleton. UNLOCK THE DOOR. TAKE THE PAPER. READing THE PAPER will show a
cryptogram message. The computer will beep, so TURN ON THE COMPUTER. NSRT
will tell you that the message has been deciphered. You must open three
doors at once and in the right sequence. When contact is broken, you'll see
a passage WEST, which will lead you to three doors. This is one of two
moments in the game when graphics are a must, so if you've been playing
without pictures, use the PICTURESON command. You have one move here and it
has to be the right one or poison gas will make short work of you. You'll
see three doors. Count the markings on each door then OPEN 132.
You made it! (Well, almost.) Ecstatic, you scoop up the DV emeralds. Macuma
erupts, and creates an earthquake (?). Blocks of stone fall around you. Go
SOUTH (yes, you'll be told) into the Vast Hall. A Secret Passage appears,
so go SOUTH again. Paco will prompt you to go SOUTH yet another time. SOUTH
once more will bring you to volcanic earth, and UP gets you out. Here is
the second moment when the graphics prove their worth. The picture will
show a freshly-dug hole, a shovel, and a passage West, none of which is
pointed out in the text alone. So go WEST and you'll be at the entrance to
the (no longer) Lost City Of Chak. A few rather messy-looking pictures
depict Macuma's destruction of Chak. Just when you think you and Paco are
doomed, a helicopter arrives. To put the icing on the cake, Paco will
prompt us to get in.
END. NSRT Director Murphy will be unimpressed by your success. Paco will
screech light praise. Music will play.
When you go to Murphy's office shortly after the start of the game, he will
ask you your level of expertise: Novice, Seasoned Explorer, or Expedition
Leader. The above walkthru took the Novice level. The notes that follow
concern the Explorer level.
Explorer level is played exactly the same as Novice, except for three minor
differences, which made play somewhat more difficult.
IMMIGRATIONS OFFICER. As with the Novice level, Explorer must deal with the
corrupt Immigrations Officer. Do a SAVE here because there are two
possibilities: If GIVE THE CIGARETTES TO THE OFFICER works, fine. If it
doesn't, you'll be tossed in jail, from which there is no escape.
If the cigarette bribe works, your next stop will be La Paz, Bolivia. It
doesn't matter what move you make here because you have only one, and as
soon as you've made it, a thief will jump out an alley, steal your
belongings, break a few of your ribs, and leave you lying in the street.
Paco will fly off. Check your INVENTORY. You should have a computer, a belt,
and a sealed envelope. You're in too much pain to go anywhere (or sit up,
for that matter) so OPEN THE ENVELOPE. It contains the emergency code
number. The paper will crumble to dust so write down the number. TURN ON
THE COMPUTER, enter the emergency code, and NSRT will tell you to stay put
because an agent will replace your stolen belongings.
At this point, you'll feel better. The La Paz police will show up and
demand money in return for Paco. EXAMINE THE BELT. GIVE THE GOLD TO THE
POLICE and Paco will be returned to you. You will then try to spend the
night in the Grand, the most luxurious hotel in La Paz. Too bad, they don't
let parrots into the rooms, so you hang around the streets all night. In
the morning, an NSRT agent arrives and replaces your stolen equipment. The
next scene puts you in the jungle, in exactly the same state as that at the
Novice level.
ALLIGATORS. Crossing the Rio Sagora River provokes an attack by alligators.
As a Novice, you were able to fight them with the oar. As an Explorer,
you'll have to USE THE OAR and, because it alone does not rid you of them,
USE THE RIFLE.
ANTECHAMBER DOORS. At Novice level, you had to open three doors in the
proper sequence. Being an Explorer, you'll have to do this twice. The first
three doors are identical to those at Novice level: OPEN 132. (The wrong
move kills you; the right move gives you a breath of fresh air.) The second
set of doors also OPENs 132, even though the markings are different. (I did
a SAVE here then guessed. There is really no way to determine the sequence
because the door markings are vague, at best.)
In addition to the oddities noted for Novice level, one cropped up at
Explorer level. On first reaching the jungle (at any level), you must TURN
ON THE COMPUTER and contact NSRT base. At Explorer level, however, you are
given a mission quite different than that of Novice: you are to find the
Lost City Of Chak and get the DV emeralds which, ultimately, will be used
for secret national defense projects. Although reading the game package
will tell you that the emeralds are the goal, the initial Novice-level
computer contact won't bring this to your attention.
One more thing: After you open the envelope with the emergency code, the
envelope will self-destruct. It does this at both levels of play. At
Explorer level, after you're mugged, you'll have to open the envelope in
order to contact NSRT base. Later, in the jungle, checking your INVENTORY
will reveal another envelope with the emergency code. It's neither magic
nor a bug. Remember, you were resupplied after the mugging in La Paz.
As for Expedition Leader level, you're on your own. I can't bear to play
AMAZON again.
AMAZON is published by Telarium Corporation.
This walkthru is copyright (c) 1986 by The Doctor's Office. All rights
reserved.
Top of page |
|
|
|
Solution #4 for Amazon: Guardian of Eden
Amazon is not really a particularly difficult game; what makes it hard in
some spots is the tricky syntax needed to solve a problem or get past an
obstacle. With this solution you should have no trouble at all in finishing
the game. One note before we get started: this solution is for the
intermediate (seasoned explorer) version. The explorer version has a few
problems/situations that are not in the novice version. I will point these
out in the solution and those playing the novice version can ignore them!
Ok, you start at NSRT headquarters, waiting for the satellite transmission.
Just wait (one move is all that's needed), and the picture will come in.
Adjust your keys to "tune in". Keep adjusting until the picture is
clear.
After viewing the scene of the massacre, "Go Office" to get your
assignment. Give your name to Murphy when he asks, and say "yes" to next
question. You can answer either "yes" or "no" to the "are you scared"
question, and "ok" to the question after that one (Murphy asks a lot of
questions).
When he asks what level you are, you can answer "Seasoned Explorer" if you
like (or Novice, if you prefer). He'll hand you an envelope and tell you to
go to the airport. So, do just that, "go airport". Once there, open the
envelope, which tells you which city to go to, as well as containing an
airplane ticket. "Go Miami".
When you get there, tell the taxi driver to take you to the Institute.
Don't allow him to take you to a hotel, because you'll never get there.
When you reach the Institute, and try to enter the building, a policeman
will stop you. Show him your letter, and he'll let you in (for someone on a
secret mission, you sure are giving out a lot of information!).
Enter the building, where you'll find a secretary. Tell her your name, and
answer yes to the map question. Then head east down the hall to the office,
and enter it. You won't be able to do anything here until you talk to Paco
the obnoxious parrot, so "get drape". Tell Paco your name, then open the
cage. Answer yes to all his questions.
Open the refrigerator when he tells you, and get the fruit. You won't need
the medicine, so leave it. Give the fruit to Paco, then call him: "Paco".
Now you can open the cupboard. Examining the shelves will show you a dart
gun and some food for the parrot. Get those, then leave the office.
The director will show up, telling you that you can't take Paco with you.
Offer the director a bribe: "Bribe director". Keep saying no to his demands
until he's down to ten thousand dollars, then agree. You can now leave with
Paco, so "go airport". Once there, buy tickets for Paco and yourself.
You will be paged to the courtesy booth. Answer yes to the name question,
then take your pack. The only way to find out what's in there is to take
inventory; just looking at or examining the pack won't work (inventory can
be abbreviated to inv). Open the envelope and write down the emergency
transmission code, then read the note that has your regular code (you might
want to write that one down, as well).
Now it's time to be on your way, so "go amazon". You will make an
unscheduled refueling stop in Guatemala City. The immigration officer will
demand cigarettes; give them to him. You really don't need them for the
Kemani later on. If you are playing the Explorer version, you will make a
further stop in La Paz. Here, whatever you do, you will be robbed, and left
with only your computer and belt. Turn your computer on ("computer on") and
input your emergency code.
After the transmission, the police will arrive with Paco, and demand money
to return him to you. Give them the belt (which is a money belt with gold
inside), and you will have Paco with you once more. The rest of this
portion is automatic, and you will eventually be in the Amazon.
Ok, so here you are, flat on your back in the jungle. Sit up, and after the
sound effects are over, turn your computer on and input your regular code.
When the transmission is finished, go East. You're on a jungle trail. Try
to go north, and a wild boar appears. Luckily, he will go back into the
bushes again. Now you can really go north, where you will hear the sound of
guns firing. Corrupt government troops are very close!
Go east, and sure enough, there they are. And they capture you, too. There
is no way around this, but it doesn't matter, since you'll be escaping
later on, anyway. You're taken to a tent, and securely tied. Wait, and the
captain will come in. He isn't too nice, and accuses you of being a spy.
Then he'll ask if you have any money to pay for your freedom. You can say
yes and tell him to look in the pack.
Of course, there's no money there; the troops have already taken it. The
captain will toss the pack aside and leave, promising to have you executed
in the morning, if not sooner, a cheery prospect. Wait until night falls,
and Paco will come around looking for you. Call him: "Paco", and he'll
enter the tent and free you. Take your pack and go west to leave the tent.
It's pretty dark out there, and hard to see. Wear your goggles, and you'll
be able to go north out of the camp. You must wear the goggles, or you
won't be able to do this safely. Once away from the camp, remove the
goggles. However, now the soldiers know you're missing, and they're coming
after you (oops)!
This is definitely an emergency, so turn on your computer and input the
emergency code. NSRT will guide you (provided you have your map and map
coordinate tables) to a safe location. Once there, get some sleep.
In the morning, take the path north. Woosh! An arrow just barely missed
you! Out from the bushes steps a Kemani tribesman, bow ready. You want to
make sure he knows that you're friendly, so smile. He will take you to his
village, where the men will crowd around, making odd motions with their
hands. They obviously want cigarettes, but you gave those away a long time
ago. Just keep entering commands like "go hut" etc., until the Kemani kick
you out into the jungle.
This is a small maze of no great difficulty. Just go North, North, North,
East, and you'll be in a clearing. North again brings you to Macuma. North
once more, and you're on the slopes, pretty high up. It's a trifle chilly,
so wear your parka. Now keep going up until you reach the snowstorm.
Here, you can't go further without help, so turn on the computer. Enter the
emergency code. As before, NSRT will guide you safely out of the storm
(provided you have the map, etc). Then go north and enter the lava tube.
Have another night's sleep (I wonder how Paco managed to survive the
freezing cold?). In the morning, continue north until you're back in the
jungle.
North again (the favorite direction in this game!), and you come to a
clearing, where you see a crate floating down from the sky. Go east until
you come to the drop site. Open the crate, and get the rifle. Also take the
parachute. Leave the raft and oar, because they are both useless (the raft
has a hole, and the oar is broken. So is the rifle, but you won't need to
fire it). Then head north to the river.
Ok, so now you're at the river. It's dark again, so wear your goggles. Aha,
there's a hippo feeding at the river. Just wait until he leaves, then go
west until you come to the native boat. Examine the boat, and you notice
that there's a small hole in it. "Use parachute", and that will plug the
hole. Now go south, and you'll find a handy paddle.
Go back north to the boat. You're almost ready to cross, but first you have
to do something about the water-phobic parrot. "Shoot Paco", and he will
collapse into your arms. Get into the boat, and "cross river".
Part of the way over, alligators will appear. Your rifle is useless for
shooting, but you can use it as a club. This is a tricky one, because "hit
alligators" won't work. Instead, you must say "use rifle" (silly, but
that's what will work). If you are playing the Explorer version, the
alligators leave, but come back. When this happens, "use paddle", and you
will row fast enough to make the shore before they get to you.
This is a good time to save the game. A totally purposeless and extremely
frustrating arcade sequence is coming up. There is no way to avoid it,
alas, and you may lose your patience with it the first time around. Ok,
you're across the river, and you'll be too tired to turn on your computer.
So you might as well just sleep.
In the morning, you'll find that monkeys have stolen everything except the
computer. NSRT will try to guide you to the monkeys, but they move too
fast. Here is where the arcade sequence begins. You will have to move your
little dot (using either the N-S-E-W or the I-J-K-M keys) after the dot
that represents the monkeys with the pack. This is not easy, but, believe
me, it can be done, even if it seems to take forever!!
Once you have the pack (and saved the game so you won't have to go through
this idiocy again), go east to the bridge. Paco will not want to cross, but
you can persuade him by saying: "use gun". Do NOT "shoot Paco", because
he'll have convulsions. Just the threat is sufficient to get him to cross
over.
About half-way across, the bridge starts to collapse. Just continue east,
and you'll make it safely over. From there, go south until you come to the
Tree of Skulls, and go west from there. Aha! The entrance to the Lost City!
However, don't get carried away just yet!
First, turn on your computer, and enter the regular code. Don't worry about
the tape of the massacre that is transmitted; it is not of the least
importance to you. Once transmission is completed, go south to the
campsite. This is another good place to save the game, because yet another
tedious arcade sequence is about to happen.
The Huni will be attacking soon, so wear your goggles. Then turn your laser
on. The Huni will now attack. This night, there are, fortunately, only
three of them to kill. Use the left and right arrows to manuever the laser
(which looks like something left over from "Space Invaders"), and use the
space bar to fire (you stop automatically when you shoot). Once you've
gotten rid of the Huni, you can get a good night's sleep.
In the morning, go back north to the Lost City. Continue going north until
you come to the storeroom. Ignore the fruit (not important) and go east.
This is a temple with a large statue. The statue is not important. Go north
to the wall and push it. A lever appears! Pull the lever, and a set of
stairs is revealed.
Go down the stairs. The entrance closes behind you, but don't worry about
it. Go west to the end of the passage, then up to the vast hall. West again
will bring you to a tiny room, and north to the wall with the key. Take the
key and go south and east back to the hall, then north to the door.
Unlock the door. You'll find a piece of paper on the floor. When you try to
read it, you'll see that it's in code. Your computer will beep, so turn it
on. NSRT will tell you what the paper says. Now is another good time to
save the game, in case you make a mistake later. You will have to enter the
Antechamber and open the doors in the proper sequence. One wrong move, and
you're dead.
Ok, go west. Here are the three doors that must be opened. The sequence is:
Open 132. If you're playing the Explorer version, you will have to open a
second set of doors, but the code is the same. How about that! You found
the emeralds at last!
However, Macuma is about to blow its top. In fact, the whole place seems to
be coming down! Fortunately, the rest of this is almost automatic. Go
south, and continue south until you come to the soft volcanic earth. Here,
you go up into the pit room, and then west out of the city.
The lost city crumbles before your eyes, but don't despair! A helicopter
appears at the last moment, taking you and Paco to safety. Congratulations!
You've just finished your first mission for NSRT!!!!!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Amazon is not really a particularly difficult game; what makes it hard in
some spots is the tricky syntax needed to solve a problem or get past an
obstacle. With this solution you should have no trouble at all in finishing
the game. One note before we get started: this solution is for the
intermediate (seasoned explorer) version. The explorer version has a few
problems/situations that are not in the novice version. I will point these
out in the solution and those playing the novice version can ignore them!
Ok, you start at NSRT headquarters, waiting for the satellite transmission.
Just wait (one move is all that's needed), and the picture will come in.
Adjust your keys to "tune in". Keep adjusting until the picture is
clear.
After viewing the scene of the massacre, "Go Office" to get your
assignment. Give your name to Murphy when he asks, and say "yes" to next
question. You can answer either "yes" or "no" to the "are you scared"
question, and "ok" to the question after that one (Murphy asks a lot of
questions).
When he asks what level you are, you can answer "Seasoned Explorer" if you
like (or Novice, if you prefer). He'll hand you an envelope and tell you to
go to the airport. So, do just that, "go airport". Once there, open the
envelope, which tells you which city to go to, as well as containing an
airplane ticket. "Go Miami".
When you get there, tell the taxi driver to take you to the Institute.
Don't allow him to take you to a hotel, because you'll never get there.
When you reach the Institute, and try to enter the building, a policeman
will stop you. Show him your letter, and he'll let you in (for someone on a
secret mission, you sure are giving out a lot of information!).
Enter the building, where you'll find a secretary. Tell her your name, and
answer yes to the map question. Then head east down the hall to the office,
and enter it. You won't be able to do anything here until you talk to Paco
the obnoxious parrot, so "get drape". Tell Paco your name, then open the
cage. Answer yes to all his questions.
Open the refrigerator when he tells you, and get the fruit. You won't need
the medicine, so leave it. Give the fruit to Paco, then call him: "Paco".
Now you can open the cupboard. Examining the shelves will show you a dart
gun and some food for the parrot. Get those, then leave the office.
The director will show up, telling you that you can't take Paco with you.
Offer the director a bribe: "Bribe director". Keep saying no to his demands
until he's down to ten thousand dollars, then agree. You can now leave with
Paco, so "go airport". Once there, buy tickets for Paco and yourself.
You will be paged to the courtesy booth. Answer yes to the name question,
then take your pack. The only way to find out what's in there is to take
inventory; just looking at or examining the pack won't work (inventory can
be abbreviated to inv). Open the envelope and write down the emergency
transmission code, then read the note that has your regular code (you might
want to write that one down, as well).
Now it's time to be on your way, so "go amazon". You will make an
unscheduled refueling stop in Guatemala City. The immigration officer will
demand cigarettes; give them to him. You really don't need them for the
Kemani later on. If you are playing the Explorer version, you will make a
further stop in La Paz. Here, whatever you do, you will be robbed, and left
with only your computer and belt. Turn your computer on ("computer on") and
input your emergency code.
After the transmission, the police will arrive with Paco, and demand money
to return him to you. Give them the belt (which is a money belt with gold
inside), and you will have Paco with you once more. The rest of this
portion is automatic, and you will eventually be in the Amazon.
Ok, so here you are, flat on your back in the jungle. Sit up, and after the
sound effects are over, turn your computer on and input your regular code.
When the transmission is finished, go East. You're on a jungle trail. Try
to go north, and a wild boar appears. Luckily, he will go back into the
bushes again. Now you can really go north, where you will hear the sound of
guns firing. Corrupt government troops are very close!
Go east, and sure enough, there they are. And they capture you, too. There
is no way around this, but it doesn't matter, since you'll be escaping
later on, anyway. You're taken to a tent, and securely tied. Wait, and the
captain will come in. He isn't too nice, and accuses you of being a spy.
Then he'll ask if you have any money to pay for your freedom. You can say
yes and tell him to look in the pack.
Of course, there's no money there; the troops have already taken it. The
captain will toss the pack aside and leave, promising to have you executed
in the morning, if not sooner, a cheery prospect. Wait until night falls,
and Paco will come around looking for you. Call him: "Paco", and he'll
enter the tent and free you. Take your pack and go west to leave the tent.
It's pretty dark out there, and hard to see. Wear your goggles, and you'll
be able to go north out of the camp. Yo | |