"Welcome to the jungle...we've got fun and games..." (Guns 'n Roses)
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AMAZON TRAIL, 3RD EDITION: RAINFOREST ADVENTURE
The Learning Company 2000
Legal Stuff: Amazon Trail 3rd Edition: Rainforest Adventures is
Copyright 2000 Mattel, Inc., and its licensors. All rights reserved.
The Learning Company and Amazon Trail are registered trademarks and
Rainforest Adventures is a trademark of Mattel.
This FAQ/Walkthrough is copyright 2004 to Laura "Mayhemme" Klotz.
*~*~*~*
Walkthrough Version 1.0, March 2004.
This walkthrough (any version) may be posted ONLY at:
GameFAQs (
http://www.gamefaqs.com) and
My personal site (
http://www.geocities.com/laurakay.geo)
To post it anywhere else is copyright infringement. If you spot it
posted on another website, please email me at
[email protected] and
let me know. You may also contact me at that address to request
permission to post the walkthrough on your own site.
Please be advised that the place names in this game are of Spanish or
Portuguese origin. Several of them have accent marks in their names
which I was unable to duplicate in Notepad. I apologize for not
giving the perfectly accurate names for the different locations.
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CONTENTS
I. Overview/Introduction
II. Beginning the Game
A. Your spirit guide
B. Choosing your human guide and supplies
C. The taskbars
III. Special Instructions
A. Using your guidebook
B. Interacting with your guide
C. Controlling the rivercraft
D. Fishing
E. Exploring Amazonia
F. Interacting with other characters
IV. Journeying Into the Past
A. Jari -- 1984
B. Xingu -- 1963
C. Fordlandia -- 1931
D. Trombetas -- 1974
E. Madeira -- 1924
F. Manaus -- 1851
G. Purus -- 1561
H. Tefe -- 1865
I. Japura -- date not given
J. Ica -- 1996
K. Orellana -- 1542
L. Leticia -- 1638
M. Napo -- 1859
N. Iquitos -- 1903
O. Maranon -- 1769
P. Purallpa -- 1993
Q. Apurimac -- date not given
V. Ending the Game -- Vilcabamba
VI. FAQ
VII. Concluding Notes and Special Thanks
Ready? Here we go!
-------------------------
I. Overview/Introduction
-------------------------
Rainforest Adventures is the third of the Amazon Trail series. I've
never played the other two, but from what I have read, this may be the
best of them all. Certainly it was detailed and interesting enough to
keep me (a twentysomething gamer) amused for a few hours, and as an
educational game for children, it's great.
You are sent on a quest in South America. The ancient people known as
the Incas have a message which they desire to be given to the modern
world, and you have been selected as a potential bearer of the message.
But you must be tested, to prove that you are worthy of the task,
and to pass this test you will have to navigate the great Amazon river.
Your travels will not be merely geographic, however; they will also be
temporal. You must find your way to the mouth of the river, weaving
in and out of the very fabric of time, and immerse yourself in the
area's rich history and natural beauty while meeting many strange
characters. These people have many things to teach you; some of them
have need of your assistance.
As you learn survival skills and other fascinating things, you will
earn talismans which tell the story of your success. Earn all of the
rewards, and you will be allowed to visit the Incan city of Vilcabamba,
there to learn the message of the ancients.
-----------------------
II. Beginning the Game
-----------------------
At the start of the game, you are first called upon to select one of
three levels of difficulty -- novice, challenger, or expert. It's
basically the same game on all levels. The major difference lies in
how easy it is for you to survive on the river. Once you have chosen
an option, you are transported to a museum to begin your adventure.
-
A. Your spirit guide
-
In the museum, you find yourself browsing a display of South American
artifacts. Directly in front of you hangs a large circular shield,
depicting a jaguar's head surrounded by sixteen smaller icons. As you
watch, the head comes to life and begins speaking to you.
This is Jaguar, your spirit guide. He has been sent by the ancient
Incas to test you, to see if you are worthy to bear their message for
modern man. He's pretty much your silent partner most of the time,
but you'll hear from him at the end of each passage through time -- if
you succeed in the objective. Whenever you do, he will place a new
jewel on one of the icons on his shield as a token of your victory.
-
B. Choosing your human guide and supplies
-
Jaguar will transport you to the South American city of Belem, there to
begin your journey. You will see three people before you, a woman and
two men. Click on any one of them to open a dialogue. One of the men
is manning a small booth; he is the supplies salesman, who will outfit
you with all the necessary food and equipment for your trip upriver.
But you can't have any supplies until you've chosen a guide.
Your potential guides are named Elena and Joao. Elena claims to know
the Amazon better than any other guide, while Joao claims to be the
strongest of all the guides in Belem. Either one is fine; since your
guide doesn't really do anything for you, it doesn't matter which one
you pick. If you'd like the issue taken out of your hands entirely,
you can request that the shopkeeper decide for you. However, if you
select this option, you also lose the chance to pick out your own
supply package and will have to use what he chooses for you.
If you decide on a guide yourself, the next step is to get some
supplies from the shopkeeper. Each supply package includes fish,
vegetables, harpoons, machetes, tents, sets of clothing, trading
packets, and first aid kits; the difference between the packages rests
on how many of each item they include. Click on the shopkeeper and
then, when he tells you, click on the sign behind him. You have four
choices for your package, each with a different advantage:
Krenak package -- has the most food
Fawcett package -- has the most weapons (harpoons/machetes)
Mendez package -- has the most first aid kits
McIntyre package -- has the most trading packets
You can confer with your guide on the decision, if you like; Elena
favors the McIntyre package, while Joao champions the Krenak. For my
part, I recommend the Mendez package. You can gather additional food
supplies on the river, and not everyone you can trade with will accept
the trading packets, but you can never have too many medical supplies.
When in your canoe, you can check on your supplies any time the icon of
the canoe is visible on your taskbar (see below). Move your mouse
pointer over each item on the screen to see how much of something you
have. If an item turns red, it means you are starting to run low, and
you should try to acquire more as soon as possible through trading,
fishing, or foraging.
-
C. The taskbars
-
Once you have your guide and supplies, you will see that a pictorial
taskbar is now visible at the bottom of your game screen. Some of the
pictures will be darkened, as not all of the commands can be accessed
at all times, but the icons and their functions are:
Arrow -- stop current activity and return to boat
Guide's head -- talk to your guide
Boat -- check your supplies
Fish -- go fishing
Open book -- consult your guidebook
Basket -- view special items you have acquired
Parrot -- view your photo album
Map -- view map of the river
Monkey -- explore the local jungle
Details for most of these tasks will be given in the next section.
The other taskbar, at the top of the game screen, is the one for
controlling game functions. To save your game at any time, select
Save or Save As from the drop-list under File. You can access help
files by using the Help section of the upper taskbar.
--------------------------
III. Special Instructions
--------------------------
-
A. Using your guidebook
-
Those of you who have played Oregon Trail or Oregon Trail II will
recognize the usefulness of the guidebook. It's set up not unlike your
typical address book, but the little tabs for the sections don't have
letters on them. Instead, there are pictures which will take you to
the different parts of the guide where you can learn more about
mammals, birds, bugs, fish, reptiles, people, places, and plants you
may encounter along the way. There is also a section devoted to
diseases you may contract and how to cure them, a journal where you
may record your experiences (though it's not necessary -- I expect that
part mainly exists for school projects involving the game), and a
comprehensive index to look everything up by name. Any time in the
game when you come across something you don't recognize, don't
understand, or are just plain curious about, consult your book.
-
B. Interacting with your guide
-
By this, of course, I mean your human guide; you don't have the option
of chatting with Jaguar any time you want. Clicking on your guide's
head on the pictorial taskbar will open up the opportunity for some
dialogue. You may select from the following options:
"How are we doing?" -- Your guide will tell you how long you
have been traveling, how fast you're going, how much food you have,
the kind of rations you're eating, and how your health is.
"Let's rest." -- You may decide to rest as a means of preserving
your own physical health, lest you overdo things. You have the choice
of resting for one, three, or five days, or not at all if you change
your mind.
"Let's change our pace." -- There are three paces at which you
can travel. You can stay at a steady pace (the default option) or
increase your speed to strenuous or grueling. Grueling is fastest,
but you'll wear out much more quickly. Remember, you're rowing!
"Let's change our rations." -- The default ration size is normal.
You can change it to extra-big meals (which uses up your food supply
faster) or bare-bones. Bare-bones will allow your food to last
longer, but you will tire more easily and your immune system will
weaken, making you more susceptible to jungle diseases. Switch to
bare-bones only if you are running out of food and can't find more.
Your guide will also be available to answer questions whenever you
click on the map -- his or her most useful function here is to show
you exactly where on the Amazon you are.
The guide will also interrupt the game (in the boat only) to give you
urgent updates on your health, and to find out how you want to deal
with it. For instance, s/he may pop up and announce that you have
dysentery ("Yuck!") and ask whether you want to rest, take medicine for
it, or just keep going and ignore the problem. Here's a hint --
ignoring the problem isn't a real good idea.
-
C. Controlling the rivercraft
-
When you're on the water, you have access to two maps. One is your
map of the whole river, on your pictorial taskbar; the other is a
smaller map of your immediate surroundings. The smaller map, located
to the right of the compass which appears whenever you're in the boat,
can help you to determine that you're heading in the right direction
and not floating too close to shore, where sandbars can cause you to
capsize (and sometimes lose precious supplies in the process).
Sandbars look like black horizontal lines on the water, so you can
avoid them. Also be careful to move around debris in the river, such
as logs.
To move your boat, move the mouse around and watch the little black
arrow that appears. Position the pointer at the top of the screen
(the arrow will point up) to go forward, or the bottom of the screen
(down arrow) to reverse. To move left or right, move the pointer to
the desired side of the screen and make sure the arrow is pointing
in the right direction. To stop the boat entirely, move the pointer
close to the boat until it turns into a small gray spot.
Use the compass to keep an eye on your direction. You don't want to
go the wrong way and waste valuable time! If you consult the taskbar
map, you can ask your guide to show you where you are on the river;
this will also show you how close you are to the next stopping point.
The game will seize control of your canoe when you reach each of those.
IMPORTANT: Do not touch your keyboard! I kept making that mistake; I
had put this game away and dug it out again after a few years. I had
forgotten how to control the boat, and tried to use the arrow keys
or the space bar or something. Every time I pressed a key, the game
would crash and I had to start over. That may just be a problem with
my computer, but why take that chance?
Sometimes, in different sections of the game, you will be sent in your
canoe on little side errands, to find people or places. You will be
given small maps to follow. Be careful, as your boat tends to go
oddly fast (at least, it seemed that way to me), and don't be too
surprised if you capsize at least once. The good thing is that if you
should capsize while on one of these mini-quests, no harm will come to
you, your boat, or your supplies.
-
D. Fishing
-
Though you'll begin your trip with a healthy supply of food, your
stocks will begin to fall as you and your guide eat daily meals. One
way to replenish your food supply is by fishing. You can stop your
canoe and fish anywhere along the river. Not only is fish a staple
food for you in this game, but it can also be a valuable trading
commodity with some of the people you'll meet; therefore, it's smart to
keep plenty on hand.
To catch fish:
- Stop the canoe by clicking the fish icon on your taskbar.
- Observe the fish. Those of a darker shade are closer to the
surface and easier to catch; lighter-colored fish are deeper in the
river.
- Align your little gray crosshairs by moving the mouse over the
fish, and left-click to throw your harpoon. The fish are pretty quick,
so don't hesitate too much!
- To try and catch fish in deeper water, hold down your left
mouse button to increase the power of your throw. There is an icon
on the lower left side of the screen which will help you to gauge how
strong your throws will be.
- If you miss, click on your boat to pull your harpoon back in to
try again.
- When you catch a fish you've never seen before, always look it
up in your guidebook by clicking on the "Look it up" option. Though
most of the fish in this game are safe to eat, some are not (filet of
electric eel, ugh!), and some are kind of dangerous (piranha, anyone?).
So be careful.
- You may fish as long as you like, but when you've finished and
are ready to resume sailing, click the yellow arrow.
In the earlier stages of the game, fishing will be relatively easy. As
you proceed, however, it becomes more difficult. The water grows
murkier, and fish become a bit scarcer. It's a good idea to fish quite
a few times in the earlier, clearer water, in case you don't have such
good luck later in the game. Also, logic dictates that the bigger fish
will provide more pounds of food; some of the biggest fish, like the
shark, may weigh in at more than 100 pounds! So harpooning the bigger
fish is somewhat easier and much more sensible than going after lots
and lots of little fish.
-
E. Exploring Amazonia
-
It's a good idea to stop periodically and look around your nearby
surroundings. There are many edible plants in the jungle which can
supplement your food stores, and several fascinating animals to see.
Dock your boat at any time by clicking the image of the monkey on your
taskbar. You will see before you many native plants and animals.
The landscape changes in between each of your stops along the river,
so you should stop to explore at least once between each landing point.
There doesn't seem to be any way to predict when this will happen, but
sometimes when you stop to explore, it will be nighttime. Because some
animals are nocturnal, nighttime explorations may show different
species than a daytime exploration would.
To 'photograph' something, click on it (your pointer looks like a
camera); a box will open with your picture and ask you what you want to
identify in the picture. Click on your subject, and you will see four
options for what it may be. Select an option; if you guess correctly,
the game will store the picture in your photo album. If you don't, you
can try again. Finding and photographing different species increases
your final score. Sometimes you'll take a picture of something,
especially with insects, and the correct answer will be that you have
discovered a new species.
Concerning plants, only edible plants can be identified in this way; if
you photograph, say, a tree, it won't let you try to figure out what it
is. You can use your guidebook to help you identify your subjects. If
you find and identify an edible plant, you will have the option of
adding it to your food supply. Some of the edible plants you'll find
throughout the game include bananas (and their lookalike cousins,
plantains), cashews, tannia root, and passion fruit. Keep a sharp
lookout for anything that looks like you might be able to eat it.
Sometimes you can find more species by going deeper into the jungle; to
do this, move your pointer to the top of the screen until it turns into
an arrow, then click. You can only go in so far before clicking yields
no response, so don't worry about getting lost. To move back, do the
opposite -- move the pointer to the bottom of the screen and click when
the arrow appears. You can return to your boat at any time by clicking
the yellow arrow on your taskbar.
To view the pictures in your photo album, click the icon of a flying
parrot. Bear in mind that you can only have one photograph of each
particular species, and if you take another picture of the same one,
it will replace the previous shot. The photo album also has a check-
list which tells you all of the different species you may possibly
encounter on your journey, and which ones you have already seen.
-
F. Interacting with other characters
-
As a general rule, try to learn everything you can from each character.
Sometimes the only thing to be accomplished in a particular stage of
your mission is to learn something specific. Also, some of them will
offer advice on how to navigate the next section of the river.
If you have the option of offering to trade with a character, make the
offer, then click on the down arrow next to their item. This will
open up a drop-list of everything they'd be willing to trade with you.
If you spot an item on the list that you don't have (vanilla, rubber,
etc.), work through your own items until you find something they'll
accept in exchange. Unique items are sometimes important later; even
if they aren't, part of your score is determined by how many supplies
you have with you at the end, and having unique items can only help.
Always start out offering a trading packet -- after all, that's what
they're there for -- but not everyone will take them. If you can't
find a single item they will take, try offering them more than one.
Particularly singular items, such as the rubber ball and the blow gun,
will be stored in your basket; these can be viewed by clicking the
basket icon on your taskbar. The items I mention in each section's
walkthrough are what I gave characters in successful trades, but feel
free to try other things. (The exception to this is in Purus; unless
you want to give up a whole bunch of your stuff, follow my advice.)
Some of the characters have games for you to play, or 'errands' to be
run. These will be covered in the specific sections about the parts
of the game where this happens.
-----------------------------
IV. Journeying Into the Past
-----------------------------
Now that you understand the basics of how to succeed in your quest,
climb into your canoe and head out on the water!
-
A. Jari -- 1984
-
The first time you are brought to a stop along the river, you will see
three Amazon natives, two boys and a woman, on the deck of a house
built high above the river on architectural stilts. The boys don't
have much to say; Eduardo, the elder, is making a spear, and Norberto,
his brother, is "helping." You can ignore them if you want.
Lucia, the woman, is the one who has information for you. I assume
she's the boys' mother, although this is never clarified. As she
will tell you, you are presently at the mouth of the Jari river, and
have traveled back in time to November 27, 1984. She and the boys are
caboclos -- people who dwell along the river and survive by fishing
and gathering edible native plants. She will, if you talk to her long
enough, offer to teach you about some of the native plants which you
can gather to eat on your trip. Even though this information already
exists in your guidebook, allow her to show you how to identify
three plants (which plants she shows you varies).
When you get the chance to invite Lucia to trade with you, you will
see a bottle of vanilla flavoring among her items. The vanilla never
proves exactly important, but it can be useful when trading with other
characters for things you may need. She gave me a bottle in exchange
for one of my first aid kits.
After you have finished conversing with the caboclos, click on your
yellow arrow to return to the canoe. Jaguar will award you your first
jewel for the knowledge you have gained about Amazonian plant life.
Wasn't that easy?
-
B. Xingu -- 1963
-
On your second trip into the past, you will encounter two people
seated near some huts. Both the man and the woman have something
interesting for you, and you can speak to them in whichever order you
prefer.
Part I: Boas and the Kreen-Akrore
The man is Claudio Villas Boas, a native of the Amazon. He and his
brothers recently helped to convince the Brazilian government to
establish the Xingu National Park, for the preservation of native
animals, plants, and people. Several of the Indian tribes in the
rainforest have relocated to the safety of the park, but one tribe has
resisted all attempts to contact them. These are the Kreen-Akrore,
also called "the Tribe That Hides From Man," and Boas would be grateful
if you would seek them out.
Agree to the quest, and he will provide you with a map. This will
help you to navigate your canoe along one of the narrow side corridors
of the Amazon to the hiding place of the Kreen-Akrore, which is marked
by a small cluster of brown "spots" in the upper right hand corner.
Try to avoid sailing too close to the edges of the river, where the
water is too shallow, and make your way up there.
At the Kreen-Akrore settlement, you will find a native man and woman
dressed in traditional tribal garb. Either will tell you pretty much
the same thing -- their tribe wants to be left alone, and has no
desire to move into the park. When you select the dialogue option of
"I will return and give your message to Boas," the game will transport
you back to his encampment immediately. I know it seems like a bit of
a waste of your time to have done this, but hey, you helped Boas.
Part II: Krieg and the Paje
The woman is Margaret Krieg, who is in the Amazon doing research for a
book she wants to write called "Green Medicine." It will be about the
use of native plants for medical purposes, a scientific field known as
ethnobotany. Ask her all the questions available to you, and she will
eventually offer to take you to meet with a medicine man nearby.
This medicine man, or paje, is called Kremero of the Kayapo. He had a
dream that someone would be coming on a journey who would need his
help, and has been patiently waiting to assist that person -- you.
The wise man has four medicinal plants in his possession which will
be of use to you on your travels:
Cinchona -- cures malaria
Ipecacuahna -- induces vomiting to remove poison from your system
Oh-me-na -- burn the plant and rub the ashes on a cut
Flor da terra -- treatment for dysentery
These plants will be stored in your special item basket.
You can trade with either Krieg or Boas, although neither has any
unique items which you should acquire. When you return to the boat,
Jaguar will praise you for your accomplishments and award you your
second badge.
-
C. Fordlandia -- 1931
-
En route to your third stop, you will see that the river forks in a
manner which isn't visible on your map. If you take the lower
(southern) fork, it brings you to a waterfall and Jaguar must return
you to the main river. To successfully reach your next destination,
therefore, take the northern fork.
When you reach your next stop, you will find two men in pale suits.
One is cooking on a spit over a fire; the other is examining a potted
plant.
The man with the plant will welcome you enthusiastically to the
settlement of Fordlandia. He is Henry Ford, the auto manufacturing
magnate, and he has come to develop a rubber plantation. Apparently
at this time, the English have something of a stranglehold on the
world's rubber industry. But if Ford can create a successful
plantation, he can make tires for his cars without paying their prices.
Unfortunately, his trees aren't doing very well, and seem to be
suffering from a condition called leaf blight.
The cooking man introduces himself as Emilio, a seringuero -- that's
someone who taps rubber trees to gather the latex. He now works for
Henry Ford, and while the job pays well, he's not happy with his
working conditions. Ford makes his employees live in what Emilio calls
strange houses, and eat American foods; he longs to be able to go and
fish and gather native foods for his own consumption, but he hasn't
got the time. He will also explain that Ford's trees aren't thriving
because on the plantation, they're too close together, which makes them
more vulnerable to insects and diseases. (He ought to explain that to
Ford, but that's not your problem.)
Trade with Emilio. He has only one thing to offer, a rubber ball.
Because of his desire to eat the foods of his homeland, offer him five
units of either fish or vegetables. The rubber ball seems like a
pretty weird item, but you'll be glad to have it if your boat ever
springs a leak; you can repair the hole with the rubber. Jaguar will
award you your third jewel because of your willingness to share your
food with another.
-
D. Trombetas -- 1974
-
On the river between Fordlandia and your next destination, the river
branches off to the south. Ignore this branch, as it's the wrong way,
and just keep following the main river to the west.
You are near the mouth of the Trombetas river, and the date is May 29,
1974. A woman is seated in front of some huts which resemble cages.
This is Linda, an anthropologist who is living among the Wai Wai people
to document their lifestyle.
Linda herself is not all that important; she has no unique trading
items and no errands on which to send you. She has some interesting
things to say about anthropology, if you care to learn; keep asking her
questions until you get the option of requesting to meet one of the Wai
Wai. You will then be allowed into a hut to chat with a village elder.
The elder will not respond to your questions -- not at first -- so
offer to trade with him. Give him a trading packet in exchange for his
blow gun. The completed trade encourages him to trust you a little
more, and now he will answer your questions about who he is and where
you are. Continue asking him questions and get him to tell you the
legend about how people first discovered food. Click on "Please
continue" until the story is complete. He will give you a gift to help
you remember the story; when you return to your boat, Jaguar will put
this talisman on his shield.
-
E. Madeira -- 1924
-
Pacing the riverbank is Colonel Candido Rondon, who begs you to help
him. He was on a mapmaking expedition with former President Teddy
Roosevelt, exploring the area around a waterway known as the River of
Doubt, when they hit some rough waters. The canoe carrying Roosevelt
and his son was carried off by the current, and Rondon is too ill and
weak to go searching for them.
Being the decent sort you are, agree to the quest. Like in the errand
on which you were sent in Xingu, you'll receive a small map of the area
to search. Use the map to guide your canoe north; when the little
circle representing you reaches the top edge of the map, you'll come
across a native.
Don't expect to get any information out of this guy until you tell him
that you were sent by Colonel Rondon. Then he will tell you that he
is a Mundurucu, and has been waiting for someone to come in case Rondon
needed help. The Roosevelts' canoe disappeared down some rapids, and
he has not seen them since.
When you leave the native, you'll receive a second map. Follow it in
the same manner as the first, heading for the north edge; this time you
will find the Roosevelts. Teddy and his son Kermit will be very
relieved to see you. The former President has a nasty cut on his leg
and fears he is dying. Offer to trade with him, and in exchange for
his engraved stone, give him your oh-me-na to heal his wound. When you
leave, Jaguar will praise your accomplishments and place Teddy's stone
on his shield.
-
F. Manaus -- 1851
-
I'm not really sure why the next stop is called Manaus -- that's the
name as it appears on the map on the taskbar -- because the people
there tell you that it's the town of Barra. In any event, you'll find
three men standing on a dock.
The first man, from left to right, identifies himself as Henry Walter
Bates, an entomologist (scientist who studies bugs) from England. He
and his compatriot Wallace are on a specimen-gathering expedition,
collecting examples of native wildlife to take back to England for
study. He has acquired many kinds of insects and invites you to take
a crack at identifying them.
The bug game, as it were, involves the correct identification of three
insects. A picture of an insect is next to an open guidebook, which
has sections for length, color, and other identifying characteristics.
Click on the tabs to open the different sections, and on each page,
click the checkbox next to phrases that correctly describe that bug.
Once you've checked every page, click the "Identify" button; if you've
done it right, there will be only one insect that matches all of the
criteria you chose. Get all the bugs correct to "win" the game.
The man on the right is Alfred Russell Wallace. He's there to study
the natural history of the Amazon, and is trying to solve the riddle of
the origin of species. His specialty is apparently ornithology,
because he has a game for you too; his game is to correctly identify
different native birds. There are four birds, and for each one you
must decide which of the possible kinds of birds it is. Both games can
be played as many times as you like, and at the novice level they're
very easy.
The third man is Julio, a Manaos Indian who is working for Bates and
Wallace. Being a native, he has much greater knowledge of the Amazon
region and provides them with many animal specimens they otherwise
might not find. Neither Wallace nor Bates has any unique trading items
for you, but Julio will give you a dart for your blow gun in exchange
for a trading packet.
When you're done playing the identification games, head back to the
canoe. Jaguar will place a talisman on the shield in tribute to the
knowledge you are acquiring about the rainforest.
-
G. Purus -- 1561
-
Come ashore in medieval times to see two men on the bank. One of them
is hard at work building a large boat; the other is pacing around
looking important.
Sebastian, the man working on the boat, serves (reluctantly, it seems)
under Lope de Aguirre, also called the Wolf. He won't say much about
de Aguirre, and he won't trade with you either. All he knows is that
his situation is pretty miserable.
Talk to de Aguirre. He'll tell you how he came to explore the Amazon
with a large group from Spain, and how he slaughtered his superior
officer over apparent incompetence. It was an act of treason, and of
renouncing allegiance to the Spanish king, but de Aguirre doesn't care.
He's got bigger plans -- he's searching for the realm of El Dorado,
the fabled king who is so wealthy that he "bathes in gold."
The Wolf is an amusing bad guy. If you ask him how to go upriver, he
informs you that if you go anywhere, it will be downriver as his
prisoner. If you try to just say goodbye, he say you aren't going
anywhere, and he's right -- your yellow arrow isn't available. So
what to do?
Offer to trade with de Aguirre. Surprise! He doesn't trade, he only
takes. Anything you offer him, he will accept and give you nothing in
return. Be careful here, because you could end up giving away your
entire inventory for free. You have one item that can save the day.
Give de Aguirre your ipecacuanha root, one of your gifts from the
medicine man, then click on "I'm done trading." He'll be quite
delighted with this unusual item.
You have an option now, and if you want, save your game before picking
either one because the results of both are fun. You can either be
honest with de Aguirre, telling him about the sickening effects of the
root, or you can lie through your teeth and tell him it tastes like
candy. If you do the former, he will plot to use it on his enemies,
then run off to capture a jaguar he hears. If you choose the
lie, he'll eat the root at once and, after a bit of melodrama, he
collapses. This at least gives poor Sebastian the chance to escape.
In either case, de Aguirre is out of the picture and you can take your
leave of the scene. Jaguar will appear and tell you that "There are
evil people in this world. You did what had to be done." For doing
what had to be done, you'll receive another jewel in the shield.
-
H. Tefe -- 1865
-
Two women, one native and one plainly not, are standing outside of a
pleasant little house. The one on the left is Alexandrina, a Boras
Indian, who is assisting in the collection of Amazon fish for study.
Talk to her and get her to tell you a story; hers is about how the
Amazon river and all of its fish came into being. When she has
finished telling, she will give you a wood chip to help you remember
the legend.
The woman in the pink dress is Elizabeth Agassiz. She and her husband,
Louis, are on an expedition to study the geology and natural history of
the Amazon basin. Their specialty is fish, and she has another game
for you to play. Her fish identification game is exactly like the bug
game you played back in Manaus; use the checklists in the guidebook to
mark off characteristics of each fish. Sometimes your final list may
be accurate of more than one kind of fish, and you'll have to guess
which one it is (or use your own guidebook to get the right answer).
Get all the fish correct to "win."
Neither woman has any unique trade items, but when you leave, Jaguar
will place Alexandrina's wood chip on his shield in recognition of the
new knowledge you have gained.
-
I. Japura -- no date given
-
A native youth invites you to warm yourself at his fire, but like the
elder in the Wai Wai village, he won't answer any questions until you
trade with him. Offer him some fish for one of his items, and then he
will chat with you. He is a Maku, and has no name of his own. He is
heating the body of poisonous frogs over the fire in order to harvest
their poison for the darts in his blow gun.
After a time, he will need to get another frog out of his basket, and
will ask you to do this for him. Well, why not? He'll tell you that
you can't touch them with your bare hands, and will give you a tool
with which to catch them. You will see a picture of the frogs he needs,
and will have to find them in the basket. They move pretty quickly!
When you spot the right frog, click and hold your left mouse button
until your tool has secured the little captive. You can play this
frog-catching game as many times as you like. When you leave, Jaguar
will congratulate you on having handled poisonous tree frogs and living
to tell the tale, and will award you another charm on the shield.
-
J. Ica -- 1996
-
At the mouth of the Ica (pronounced ee-cha) river, you'll find two men
surrounded by some noisy cows. One of them is using, of all things, a
laptop computer. He'll introduce himself as Michael, a hydrologist
(scientist who studies water) who is excited to have the opportunity
to study in the Amazon. The Amazon, he says, is the greatest river in
the world, and he has even devised a game which teaches world river
geography.
In the game, you will be given icons representing rivers around
the world, and shown a map with squares marked on it. Drag each icon
to the square nearest where you think that river is found. If you are
correct, the icon will stay in place; if you're wrong, it will go back
to the bottom of the screen and you can try again. Place all three
rivers to win the game, and play as many times as you like. Each time
you win, you'll get an interesting fact about the Amazon.
The other man is Jose, a cattle rancher. He can tell you about the
history of cattle ranching in the Amazon, and why it's not exactly
the healthiest thing for the land. He has planted some kudzu
vegetation on his ranch; kudzu is regarded as a weed in other parts of
the world, but the cattle like to eat it, and it also helps to prevent
soil erosion.
The knowledge you have gained from both men earns you another talisman
on Jaguar's shield.
-
K. Orellana -- 1542
-
You find and board a long ship, and come face to face with three men.
The man on the left is a conquistador who doesn't have much to say,
except that wherever you are, it belongs to the King of Spain.
The monk with the eyepatch is Friar Gaspar de Carvajal, and he explains
that it is traditional for a priest to accompany an expedition to care
for the spiritual needs of the sailors. He is also acting as the
historian of the voyage, recording its progress and outcome. He and
the others were sent downriver by Governor Pizarro, to find food; they
have been unable to return because of the current, and he fears they
have been branded traitors.
The third man is Captain Francisco de Orellana, a loyal servant of
King Don Carlo. He tells you more about their purpose, which was to
find gold and cinnamon. They have located a few cinnamon trees, but
the natives have been very unhelpful. As to gold, he too is seeking
the realm of El Dorado. Meanwhile, however, his crew is nearly
starving -- they've been surviving mainly on meals of boiled leather.
Offer to trade with him. All he has to offer you is a little gold
carving he won in a battle against the Incas; accept it in exchange for
some fish or vegetables (whatever you have more of) for his hungry men.
Jaguar will praise your achievement and generosity, and award you your
next charm on the shield.
-
L. Leticia -- 1638
-
Two men, who also look like the Spanish conquistadors you keep meeting,
are on the bank next time you dock. The man who is kneeling has little
to say, but that he is the bodyguard of Captain Pedro de Teixeira.
Captain de Teixeira has more information to offer. He will tell you
all about the Treaty of Tordesillas, which awarded most of South
America to Spain. But he is Portuguese, and is determined to claim the
Amazon valley for Portugal.
The bodyguard will not trade with you at all, and the captain has no
unique items to trade. However, when you bid him goodbye, he will give
you a map of the Amazon, and urge you to remember that all the land
east of the Andes mountains belongs to Portugal. You will earn another
jewel on the shield for what you have learned about Iberian claims in
South America.
-
M. Napo -- 1859
-
You'll find a man seated in front of a tent, examining something with
a magnifying glass. This is Richard Spruce, a British botanist
(scientist who studies plants); his specialty is mosses, although he
admits he's not sure why. For the past ten years, he has been studying
the native plants of the Amazon. Recently, the British government sent
him orders to collect seeds of the cinchon plant to be grown in India,
where malaria is a big problem. He has a game for you to play, in
which you identify the country of origin for different products now
used around the world. This game is exactly like the river game you
played in Ica, and each time you win, you learn a new fact about
medicines and medicinal plants. Again, your increased wisdom results
in a new talisman on Jaguar's shield. Enjoy these easy ones while
they last...
-
N. Iquitos -- 1903
-
Standing on the docks in the town of Iquitos are two men. One is
suited, the other is being held in the stocks. The imprisoned man is
a Witoto Indian, who was forced by the other man to tap rubber trees.
When he grew too weak to work, he was beaten. He tried to escape, but
was captured and is now being held prisoner. He begs that if you
should ever find your way to his village, you will warn his people of
this threat.
The man in the suit is Julio Arana, the "rubber baron." He boasts that
the Putumayo -- a rubber-producing region in the Amazon -- is entirely
under his control. He says he needs more workers and will pay you to
seek out the Witoto village for him.
Agree, and take the map he gives you. Follow it as you followed the
other maps like it, until you reach the village. You will see four
Witoto, two adults and two children. The children are playing; you
may ignore them. Speak to either of the adults and warn them about
Arana, as their imprisoned kinsman asked you to do. Then return, and
fib to Arana that you couldn't find the place.
This one is actually very interesting, and if you'd like to see both
outcomes, save the game when you reach the Witoto village. The second
result comes if you leave the Witoto and tell Arana where to find them.
Jaguar will yell at you when you return to the boat! You can mess up
in any of the scenarios and fail to get your talisman for the shield,
but this is the only one in which you get scolded for your actions.
When you do it the right way, however, and prevent Arana from finding
the Witoto, Jaguar will praise you for your wisdom and kindness.
According to him, the charm he then places on the shield is the "most
important piece."
-
O. Maranon -- 1769
-
Two women are relaxing in the shade of a canopy along the riverbank,
one fanning the other.
The one with the fan is a Tucuna Indian, who will tell you how she
found the other woman wandering, lost in the rainforest. Fortunately,
they both speak a common language and were able to communicate. She
likens the Amazon to a snake, and says that rivers have dark powers.
The woman she rescued is Isabel Godin, wife of the French explorer Jean
Godin. Her husband has been missing for twenty years, but not long
ago she heard a rumor that he was near a town called Para. So she and
a large traveling party set out to find him. Some of the group fled
in terror when they encountered a smallpox outbreak; later in the trip,
she awoke and found everyone around her dead. That was when she began
wandering in the rainforest, and was luckily found by the kind native.
Offer to trade with Isabel. She will say she has lost everything, but
give her the map you received from de Teixeira in Leticia, so she can
find her way to Para. She will give you a gold chain as a token of
appreciation. When you leave, Jaguar places the chain on the shield
and assures you that Isabel will find her husband, thanks to you.
-
P. Purallpa -- 1993
-
Compared to the usual scene when you make a jump in time, this one
looks curiously civilized, like a regular American city. Two men are
standing in front of a building, one native and one white.
The native man is Amo of the Huaorani tribe, "the bravest people in the
Amazon." He is representing his people in a meeting with a company
who wants to drill for oil on their land. He will tell you why his
people are opposed to the drilling, and how it damages the rainforest.
Invite him to trade with you; he has a jaguar tooth, to give you as a
memento of his people, and will accept a trading packet in return.
The white guy is called Tex. He represents the company which Amo's
people are fighting, and will tell you their side of the story. He
says that they follow a strict environmental policy and that the spill
damage, when it occurs, isn't as bad as it seems; after all, the water
under the spills is still perfectly good. (Riiiiight.)
This is another easy one. When you leave, Jaguar will award you
another charm on the shield for being willing to hear both sides of the
situation.
-
Q. Apurimac -- no date given
-
You've come so far! This is your final stop before the grand finale.
A native man stands on the riverbank, and introduces himself as Jose
Gabriel Tupac Amaru. He is a descendant of Tupac Amaru, the last Incan
ruler of the area, and he is the only remaining member of that royal
bloodline. He is leading a revolt against Spain, to try and get them
to treat his people fairly.
Jose can tell you the way to Vilcabamba, but first he needs to know
that you are not working for the Spaniards. After all, Vilcabamba is
the final hiding place of his people, and he wants to protect their
secret. Open the trading option and give him the gold carving you got
from de Orellana when you visited his boat; it is a treasure of the
Incan people, and should be returned to them. Now he will trust you,
and tell you the way to your last destination. When you leave, Jaguar
places the final charm on his shield.
---------------------------------
V. Ending the Game -- Vilcabamba
---------------------------------
The river heads south but branches off in two directions. Jose told
you to keep to the right bank; by this he meant to follow the right
(eastern) fork. It's your last chance to fish and search for animals
in the rainforest, so enjoy it. When you reach the Incan city, your
guide bids you farewell.
Before you stands the Incan leader, who will tell you all about how
the Incas fled to Vilcabamba and what it's like there. You can learn
about their calendar system; by our calendar, the year is 1571.
When you've finished speaking with the king, he will send you to the
tribe's historian. She has been communicating with Jaguar, and has
recorded your successes in quipu, the Incan method of noting things
using knots of rope. Your story is spelled out in five knotted cords:
The red cord tells the number of species of animals you found in
the rainforest, and also the number of species of fish you caught.
Highest possible score -- 1,010.
The orange cord represents how long it took you to journey to
Vilcabamba. The shorter the trip, the higher your score.
Highest possible score -- 1,200.
The yellow cord shows how strong your supply base was when you
reached the city. The more supplies you retained, the better.
Highest possible score -- 1,140.
The green cord is your health meter. If you were in good health
when you arrived, your score will be high. If you were going
hungry or suffering from a disease, it will be lower.
Highest possible score: 1,000.
The blue cord indicates the success you had in interacting with
the people you met along the way. It means pretty nearly the
same thing as the talismans on Jaguar's shield.
Highest possible score: 2,120.
The purple cord is the ultimate cord, which is to say your final
score. It's the total of the other four scores.
Highest possible score: 6,470.
After reviewing your score, click the continue arrow and, if so
prompted, add your name to the list of high scores. The Ancient Ones
who have watched your journey will then appear and give you their
ecological message (surprise, huh?). When they have finished, Jaguar
will return you to the modern world. Congratulations, you've won!
--------
VI. FAQ
--------
Q. What's the difference between the three difficulty levels?
A. The games that some of the characters have for you to play are
harder at the challenger and expert levels. For instance, in the
games where you have to identify specimens of bugs, birds, or fish,
you have three specimens to identify on the novice level, four on
the challenger level, and five on the expert level. If you fail to
win the games, you may not get your talisman, so if you don't win
the first time you play, try again until you do.
Q. What happens if I go the wrong way on the river?
A. The first time, at least, Jaguar will rescue you and return you to
the main river. However, in later parts of the game, taking the
wrong fork will sometimes lead you to surly natives who will force
you to trade with them before you can go back to try again.
(You'll have no option -- your yellow arrow won't be available.)
They never have anything interesting to offer you, and they won't
accept less than two of whatever you decide to give them, so it's
kind of a rip-off. It can be interesting to try it once, just to </pre><pre id="faqspan-2">
see the interaction, but after that it's best to follow the right
path. Use the map on your taskbar and the smaller map of your
immediate surroundings to try to guess the correct path, and when
speaking to characters, ask them how to go upriver; many of them
can give you at least a hint. In a few instances where it's harder
to figure out, I've included the right path to take in the
walkthrough.
Q. Can you die in this game?
A. No, not really. If you contract a disease, such as typhoid fever
or malaria, and decline to take medication or rest, your health
will deteriorate rapidly. If it gets too bad, Jaguar will inform
you that you are too ill to continue your journey, and you'll be
returned to the starting screen. You can then start a new game or,
if you've been saving the game you were playing, you can reload it
and try again.
Q. What happens if I get to Vilcabamba but don't have all of the
jewels on the shield?
A. They kill you. No, I'm kidding. Actually, you have the exact
same experience in Vilcabamba regardless of how many jewels are on
the shield -- you meet the chief Inca and the historian, view your
score, and hear the message of the Ancient Ones. The only thing
that will suffer is your score, because the blue cord is based on
your success at interacting with the characters.
Q. Who are Rosa and Miguel?
A. According to the credits (which you can view at the start of any
gaming session by clicking the appropriate leaf on the opening
screen), Rosa and Miguel are two more possible choices for your
river guide. However, my game didn't include them. Whether this
is because my game version isn't quite the full thing or because
they were pulled out before the game was released, I don't know.
If anyone can shed some light on this, please email me.
Q. I want to trade, but I can't find the dialogue option that lets
me offer to trade with someone. Where is it?
A. It varies from scene to scene, and you may have to try different
phrases in order to find it. But usually you can find it when you
ask someone what the current date is.
----------------------------------------
VII. Concluding Notes and Special Thanks
----------------------------------------
This was my first-ever attempt at writing a walkthrough for a website
other than my own, so I hope it passes muster. To view my other
walkthroughs that were never submitted to GameFAQs, visit
http://www.geocities.com/laurakay.geo/arts.html and click on the
links for Darkstone, Siege of Avalon, and/or the Harry Potter games.
If you have any questions that were not answered as part of this
walkthrough, please send me an email at
[email protected]. I will
answer as best I can. You may also contact me at that address for
any factual or spelling corrections; I will give you credit in the
updated version. Any flames will be used to toast marshmallows. =)
Special thanks:
To CJayC and the rest of the GameFAQs crew, for making such an
excellent gaming site.
To the General Mills food corporation. Why? Because my copy of this
game was a free promotional item in a box of Cheerios, and without
their little CD-ROM giveaway, I doubt I would have ever even heard of
Amazon Trail.
To my husband, Kevin, who graciously puts up with me whenever I take on
another writing project. He also bought the computer and pays for the
internet access to feed my addiction. I am loved.
To you, the reader, who bothered to look at this and therefore made it
actually worth my while.
Thank you, and happy gaming!
~Mayhemme