============================ === THE ELECTRONIC GAMER === ============================ AMAZON WALKTHRU 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. !