@~Now the second part of the second Amazon Queen solution, from @~Roy. Flight of the Amazon Queen - Part 2 A solution by Roy Sims Played on the IBM PC (but also valid for the Amiga) @~Continued from Issue 38 (3) Rumbles in the Jungle Talk to Mary-Lou first. After various conversations, you should have worked out that she has a dictionary that would allow you to talk to the Pygmies. She seems to need a new nail file. Wasn't Sparky filing down the engine block when you saw him last? Before you go, talk to Jimmy Cook and you will learn a few fascinating facts about Sloths and their eating habits. You might also notice that one of the three monkeys here doesn't have a banana. Give him yours and in return you will get the coconut. Now's the time to investigate the hollow log the Gorilla was trying to guard. If you follow the path you will come to a series of small waterfalls. Also here is a rare orchid flower swarming with wasps. Nothing you currently have will remove them, so nip back to Trader Bob's and buy the vacuum cleaner with the money you got for selling the Beef Jerky to Bob. Return to the orchid and use the vacuum cleaner on the wasps. Now pick up the orchid. You are very close to the Amazonian Women's Fortress, but leave them alone for the moment. You might also meet the two explorers in the jungle who are desperately trying to find the entrance! If you do meet them, have a good talk. Bud has a nasty rash, and Skip is reading a comic. If you talk to Skip, he will eventually give you the very issue of "Commander Rocket" that Sparky is after (Commander Rocket vs The Mob). You've now got another small mission to complete - find a rash cure for Bud. You may also come across the Sloth, but again you can't do anything with it for now. Pop back to the crash site and try and get the file from Sparky. Give him the comic book. He won't want it because it isn't in mint condition, but he'll give you the file anyway. As you're here, cross the rope bridge again and pick up another banana. Now pay a quick visit to the Missionaries to get the dictionary from Mary-Lou. Once you've done this, return to Trader Bob's. Give him the Orchid and he will offer you one of his fishing nets. Take one. You are now a 'special' customer. The net will come in very handy for fishing out that perfume don't you think? (And maybe it will catch you that beetle in the jungle too!) (4) The rash cure Go back into the jungle and capture the beetle with the net. Now visit the crash site and fish out the perfume bottle from the water. Take the perfume back to Naomi at Trader Bob's and she will give you her pair of scissors in return. Walk back outside. Now is the time to use the dictionary to talk to the witch doctor. Ask her if she can make rash cure. She will ask you for three ingredients - the hair of a slow moving climber, milk from a sacred site, and something to give it a little buzz. You already have two of the ingredients you need. Use your knife to cut the coconut in half, then give them to the witch doctor (milk from a sacred site). Now give the vacuum cleaner to the witch doctor. He will take the wasps from inside (something to give it a little buzz). You are missing just one ingredient - the hair of a slow moving climber. It must be the sloth! You already have a pair of scissors to cut the hair, but you will need something to entice the sloth to one side of the log bridge so you can reach it. Remember what the missionary man said? Sloths like nectar... It's now time to visit the Floda lederhosen factory. You should notice the flower bed out the front. Take one of the flowers and look at it. It's full of sweet nectar! Return to the jungle and find that sloth. Now use the flower on the sloth. Whilst it slowly inches its way across, you will see another quick cut scene with a few ironic (and humorous) remarks from Sparky. Anyway, the sloth eventually reaches the flower, so use the scissors on it to get some sloth hair. Now go back to the witch doctor and give her the final ingredient for the rash cure. Take the rash cure lotion (which is the same as a rash cure potion I assume!). Before you go and find Bud, take some time to chat to the Pygmy Chief nearby. He will tell you lots of interesting stuff about the tribe's "gods" if you ask the right questions. Again, the information you learn here might be useful later on. Charge back into the jungle and find the two explorers. Give the lotion to Bud and he will reward you with lots of money. Now it's time to seek out the Amazon women. Cross the hollow log bridge near the missionaries. You will meet up with Bud and Skip once again. Walk through the area with small waterfalls (where you got the orchid) and continue to the right. You will walk into a new area with a large rounded rock which has odd carvings on its surface. (5) Fortress of the Amazon Women Take a closer look at the buttons on this rock. As you do so, you will hear someone approaching. Hiding behind a nearby rock you will witness a real live Amazon woman appear from the jungle, press the buttons on the rock and be allowed access inside. Walk up to the rock and try pressing the buttons yourself. Unfortunately it turns out to be a trap, and you are easily captured and thrown into an Amazonian dungeon with some fellow male prisoners. Talk to the prisoners. They will tell you exactly why they are locked up (if you hadn't sussed it out already!). You will also go through a prolonged conversation with one of the prisoners about his hand puppet. Despite your rebuttals, you will need the puppet later. After a while, Faye will appear. She stumbled upon the Fortress and was looked after by the Amazon Women. Before she will let you out of the dungeon, you have to apologise to her for all the trouble you caused. It's easier just to apologise nicely than argue with her at this stage. When she opens the dungeon gate, follow her to the exit. You are now taken to visit the Head of the Royal Amazon Guard. She will ask you to help them rescue Princess Azura from Floda. You explain that you are already on the case. After another slight disagreement, you and Faye will patch up your differences. Now, it's time to find the Princess! (6) The Factory of Fear Go to the Lederhosen factory via the Pinnacle rock. Enter the building to the right. Now try and sneak past the receptionist. She will ask you who you are. Ask if you can use the telephone. She will tell you it's out of order, then she will ask if you are the fumigator. Say you are. (The vacuum cleaner will help to persuade her that you are telling the truth). She will mention secret passages in the library, so go in there first. (It's the exit behind her desk). Inside this room you can see a Grandfather Clock, a couch, some books, a rug and an old gramophone player. You can move the rug but you will find nothing. You can open the Grandfather clock but there's nothing of interest inside. You can pull a book on the shelf but again nothing significant happens. You can try fiddling with the light switch but it won't do you any good. What you need to do is open the couch to find some more money hidden inside. The only thing you can't do anything with is the Gramophone. Don't you remember seeing a record on the shelves in Trader Bob's? If you haven't already bought it, slip back outside and buy it then come back to the library. Now use the record on the Gramophone and this will reveal a secret elevator! Step on the elevator to be taken down underground. In the first corridor, investigate the door to the left. Inside is a large storage area full of boxes. Look at the large box with FLODA stamped on it to discover a can opener. Come back outside and continue to the next corridor. There are two doors here, but they are guarded by John, a spectacled Guard. Leave them for now and proceed into the next corridor, which has one door and is guarded by Klunk. Again you will have to deal with Klunk later, so proceed to the next corridor. Here you see a Fire Exit. Go this way and you will enter the secret lab. Look at the items on the shelf in the lab. Take the Super Wheenie Serum. Doesn't that skull with the wriggling blue beard look slightly familiar? (Isle bet it has something to do with a Monkey!). Anyway, back to the plot. You can use the wall panel if you like. This will reveal a mini-maze set into the floor. The relevance of this will be revealed later. Go up the stairs. In this next room is the Princess, locked up behind bars. Ask her as many questions as you can about the Professor and his evil plans for world domination. She will also mention that the Guard who looks like a book worm has the key to her cell. Now leave the room and the lab and return to the corridor. There is one door here you can open, so do it. Inside you will find a man (Henry) who will question why you are here. Just explain that you are the fumigator. He will still ask you to leave. Before you do, have a good read of the notice board on the wall. Again, useful information might be gleaned from here (then again, it might not!). Now walk back outside. There must be a way of getting rid of Henry and both Guards so you can explore the doors in the corridors. For now, you must go back up the elevator and explore above ground for a while. Go back to the reception area and go right into the Kitchen, (you should have noticed that the woman at reception is not around. Take the pencil off her desk whilst you are there). In the Kitchen is a very angry looking chef. Try and talk to him. Ask him what he's doing and he will explain he is trying to make the Doctor's lunch, but he's having difficulty as the Doc suffers from having very sensitive teeth. Aha! Lucky for you that you've got that banana, isn't it? Give it to the chef and he will rush off to give it to the Doc, leaving you all alone in the Kitchen. Take this opportunity to have a good look around. You should take the following items - Cheese Bitz (TM), Dog Food. Now, you should recognise the type of dog food from the notices you read earlier. Anyway, go through the right hand door. You are now in a room with a number of bunk beds, a mail bag and a few lockers. Under normal circumstances you wouldn't dream of going through someone else's mail, but hey...this is an emergency. Open the mail bag and take the letter addressed to Private John. Now open the foot locker and take the squeaky toy from inside, then leave and head back out through the Kitchen and outside. To get past the Guard Dog, give him the red squeaky toy. Now open the door that says KEEP OUT and go inside. You will enter another warehouse area. A large padlocked box sits in this room. You don't have the key to open the box at the moment, so return back outside and go back into the main building. (7) Defeating the Guards We have what we need to get past both Klunk and Private John. Talk to Klunk and ask him why he's always eating. He will mention the Super Soldier treatment (TM). This should give you an idea. When you can, mix the Super Wheenie potion into the Dog Food (open it with the tin opener first). Now give the 'Chef's Surprise' to Klunk. He'll eat it all, then feel a little giddy. Now call him a wheenie and he'll ask you to punch him as hard as you like. One slug and you knock his lights out! Now open the door and enter the Professor's private office. Look at the writing pad on the desk. There's some indentations on the paper. Use the pencil on the pad to reveal the combination for a safe (36-24-36). Now to deal with Private John. Find him and give him the letter you took from the mailbag earlier. It's a letter from his girl friend and it isn't good news. She's ditching him for someone else. This news leaves John in a bit of a state, allowing you to explore the rooms off this corridor without any trouble. Open the door opposite John first and enter. Now read the Duty Roster. It mentions where John, Henry and Klunk should be assigned for the day. According to this, Henry should be on Kitchen Duty - not hanging around in his office. Open the other door in the corridor. Inside this room is a desk and another filing cabinet. Read the notes on the desk to glean some information on the Valley of the Mists and other possibly useful bits and pieces. Look at the filing cabinet, then move it to one side to reveal a combination safe set into the wall. Now use the combination on the safe and open it to reveal a padlock key and some rocket plans which have been eaten by silver fish. You will take both these items automatically. We already know what the key can be used on, but first let's get rid of Henry. Find Henry's office and talk to him again. Tell him he should be in the Kitchen. When he asks who is in charge, say Colonel Jackson. Henry will suddenly remember and dash off, leaving you alone. Open the door to the left and go in. At this point, another cut scene reveals Anderson's deal with the Professor and also shows the Dino Rat and the maze in the secret lab you visited earlier. In this new office you will see DAS PLANS on the wall, outlining the Professor's insane plan to use an army of dinopeople to help him take over the world. Look at the book on the desk. It's "The Great Escape" and some of the pages seem to be stuck together. Pick up the book, then use your knife to open it. Inside is yet another key. This must be the key that unlocks the cell that contains the Princess! (8) Escape from Floda Before you let her out, pop back outside and unlock the box you saw in the warehouse with the padlock key you got from the safe. Use the padlock key on the padlock then open the box. Look inside to find the experimental rocket pack (shades of the Rocketeer anyone?). Now go back inside and rescue the Princess from her cell. Use the key on the cell door and let her out. She will be very grateful for saving her life (if you know what I mean). (Another quick fire cut scene with Sparky back at the crash site throws in a little humour again at this point). Unfortunately, the alarm has now gone off and you and the Princess must escape. You are now at the reception area of the building, but the security door has closed shut. Thinking quickly, use the mannequin dummies. This will fool Henry who will use the door code combination to open the security door and search for you outside. When he has gone, talk to Faye and ask her if she saw what the door code was. She will tell you red, blue, green, blue then red. Use the panel to open the door. Once outside, the Princess will rush off ahead. Go to the Pinnacle. (9) Dealing with the Enemy From the Pinnacle you can see the Amazon Fortress in the mountain range to the right, so go there straight away. Go back into the Fortress and walk past the bathing women and through the entrance. Inside Azura is back on her throne. She will give you a priceless Tyranno horn as a reward. Just as you and Faye are about to return to the Amazon Queen, Professor Ironstein walks in with an armed escort and threatens to turn all the Amazon women into Dinopeople starting with Azura! He wants you to rescue the fabled Crystal Skull from Sloth Island (and thus give him access to the Valley of the Mists). You have no choice but to agree to accept this new quest. Back outside, it's time to return to the Pinnacle once again. Now head for the Jetty. Here you will find an ominous cloaked figure (the ferryman) sitting by the water trying to catch some fish. Talk to him. He reveals himself to be Charon (as in Ferryman across the river Styx). Chat about fishing, and ask him what bait he's using. You will discover he doesn't have any, which would explain his lack of success. Strike a deal that if you get him some suitable bait, he will take you across to Sloth Island on his boat. Now, I wonder where you're going to find something that would attract fish? Hmmm...how about that Beetle that was driving the fish mad back in the jungle? Give him the Beetle and he will now start to catch fish (sort of anyway). You can now ask him about Sloth Island and Floda. When you are ready (and if you've followed the solution so far, you are ready), ask him to take you across to the Island. @~To be concluded next issue - o -