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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