Jason Roberts
A young lawyer and the player character, sent into the Amazon to find his missing brother and uncover the truth behind the expedition.
Documented for this version
The game uses a mouse-driven interface.
Exact DOS button assignments can vary by configuration and documentation.
How it plays
The player views illustrated locations from a third-person perspective and directs Jason through the jungle, ruins, settlements, and other environments. Clicking on objects or screen areas reveals descriptions, movement options, conversations, and potential interactions.
Progression is built around exploration and inventory puzzles. Players gather items, use them in appropriate situations, question characters, and revisit places after discovering new information. The adventure includes danger and timed or action-focused moments, so careless choices can lead to failure. Saving regularly is important.
Plan your run
Examine each new location carefully and use every available conversation option. Descriptions often provide clues about which objects matter and where they should be used.
Keep a record of unresolved leads, and try inventory items in context rather than combining them at random. Save before entering unfamiliar areas or attempting risky actions, since some sequences can be difficult to recover from.
Meet the cast
A young lawyer and the player character, sent into the Amazon to find his missing brother and uncover the truth behind the expedition.
Jason's missing sibling whose disappearance drives the investigation and the story's central mystery.
Before you begin
Inspect scenes thoroughly before leaving them.
Save frequently, especially before dangerous or unfamiliar sequences.
Keep track of clues and unfinished conversation topics.
Amazon: Guardians of Eden is a graphic adventure developed and published by Access Software for DOS in 1992. The game follows journalist Jason as he investigates a dangerous mystery involving a lost civilization in the Amazon jungle. It combines illustrated adventure scenes, inventory-based problem solving, dialogue, exploration, and occasional action-oriented sequences. Progress depends on examining locations, collecting objects, questioning characters, and connecting clues rather than on reflexes alone. Its presentation reflects early-1990s computer adventure design, with detailed screens and a cinematic emphasis on atmosphere. Reviews recognized its ambitious setting and substantial content, although opinions were more divided about its interface and uneven pacing.
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