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Full Walkthrough - Chap. 1 thru 7Contributed by Jeanne Bronze Star Contributing Member (59632) on Oct 10, 2001.

AMAZON: GUARDIANS OF EDEN - FULL WALKTHROUGH by Bert Jamin



Chapters 1 through 7

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 ds 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 Flitah. 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 libqarian (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 tdem 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.V 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 gf 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 oveq 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 redrce 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 pufp 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 tde 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 anb 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 rhe 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 slgt. 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. PIAK 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 dowg 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 came. 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 oc 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.



Continued ...



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