__ ____ ____ ___ __ __ < > < > < > .-'.-.'-. < > .'__> //\\ ||\\ //|| /." ".\ || .'." //__\\ || || \\ // || || // \\ || ||.'." /.----.\ [ ] || \\ // || [ ] || || [ ] | ." \\ // \\ || || \\// || || \\ // || || \\ // \\ || \/ || \'..___..'/ || \\ <_> <_> <__> <__> '-.___.-' <__> <__> (C) LEMON 1996 ___ []___}> 0: INTRODUCTION ___ =[]___}> 1: GAMEPLAY ___ ==[]___}> 2: CONTROLS ___ ===[]___}> 3: WALKTHROUGH ___ ====[]___}> 4: EXTRAS ___ =====[]___}> 5: CREDITS ___ ======[]___}> 6: FAQ INFO ___ =========================================================[]___}> 0: INTRODUCTION AMOK is a third-person mech shooter developed by Lemon for the Sega Saturn and PC. The gameplay itself is pretty standard, but it has some groundbreaking features, and I mean that somewhat literally. For one, the environments are entirely modeled in voxels, long before "voxel" became an aesthetic buzzword. This means that AMOK, even on relatively primitive hardware, features a ton of destructible environments, behind which there are typically secrets. Secondly, the auto-targeting system is pretty sophisticated for its time. The setback of voxels, naturally, is that the graphics look chunky; even chunkier than what you'd typically expect from the lower resolutions of 90s games. But, overall, it's a decent looking and playing game, though maybe the overtly dark and murky atmosphere covers up a lot of its blemishes. ___ =============================================================[]___}> 1: GAMEPLAY AMOK has you running around various dark, futuristic environments blowing stuff up in a mech/submarine. There is a plot but, let's be real: it doesn't matter. If you're curious about this game's literary offerings, there's a lot of text for you to enjoy in-game. AMOK offers 2 difficulty settings, which can be changed in the Options menu. Easy only allows you to play through Mission 2-2 (level 5). Hard allows you to play the entire 9 level story. Frankly, this game is really easy either way. You start the game with little health and ammo. You start every subsequent level with however much health and ammo you ended the previous level with, as long as it's above a certain minimum. If it's below, you will be given a default minimum deemed appropriate for the stage. The only way to increase supplies is to find power-ups in the environment. Aside from that, all you really need to do is follow the green indicator on your radar (or red arrow on your compass), destroy the targets, then exit via the Rendezvous Point. There are NO lives and NO continues. However, you do get passwords that allow you to resume from certain stages with a default amount of resources. The % of secrets found and enemies killed in a stage is entirely inconsequential. In later stages, you'll receive scripted upgrades that raise your ammo caps. The game features cooperative multiplayer and deathmatch modes, but I won't be covering that in this FAQ. I don't think playing multiplayer AMOK in 2022 is really anyone's thing. Just know that, in co-op, if one player dies, you both lose. The password system can also be used to activate in-engine cheats. I'll put all the passwords I know of in the "EXTRAS" section as well as in the Walkthrough at the point they're obtained. WEAPONS ------------------------------------------------------------------------ Mini-gun - Your standard, infinite-ammo weapon. You'll probably never stop firing this thing throughout the whole playthrough. Bombs - A projectile that flies out in an ark and explodes after a short period of time. Does huge damage in a large area and can be lobbed over walls. Missiles - Non-guided projectiles that do a lot of damage to one enemy. Heavy Missiles - Missiles, but slower and they hurt more. POWER-UPS ---------------------------------------------------------------------- .----. / \ | HULL | - Extra Hull \ / '----' When you start AMOK, you can only fill up a certain amount of your life bar (~20%). When you pick up Extra Hulls, the little white bar in your life bar will move to the right, indicating that you can now fill up more of it. This is the only way to fill up the entire life bar PERMANENTLY. .----. / _||_ \ | [_ _] | - Extra Energy (comes in 3 levels) \ || / '----' These restore your life. The first, gray variant refills VERY little. The second, yellow, refills to your current Hull max. The third, also yellow, has tiny crosses coming out the sides, but I'm not gonna bother drawing that. Just know that it fills the entire life bar, past max capacity, indicated by yellow. The yellow portion, once lost, can't be regained by any means other than another level 3 Energy pick-up. .----. / -()- \ | |< >| | - Shield (comes in 2 levels) \ \||/ / '----' Your life bar will turn blue and you'll be immune to damage for a period of time. The first variant, gray, lasts ~15 seconds. The second variant, yellow, lasts ~30. You can stack them for longer periods of time. Funny thing: both icons for the short and long shield are identical in the manual since it's printed in black and white. Very helpful lol. .----. / /\ \ | /\ | - Rapid Fire \ /\ / '----' Your next 400 Mini-gun shots are extra fast. Can stack with itself (ie. 800, 1200, etc.) as well as Armor Piercing. .----. / /\ \ | / \ | - Armor Piercing Rounds \'----'/ '----' Your next 400 Mini-gun shots do extra damage. Can stack with itself (ie. 800, 1200, etc.) as well as Rapid Fire. /\ ."". <| <> |> - Bomb Ammo '..' \/ Comes in singles and 5's. /\ || - Missile Ammo <||> "" Comes in singles and 10's. . /_\ <| |> - Heavy Missile Ammo | | /]_[\ Comes in singles and 5's. HEADS-UP DISPLAY --------------------------------------------------------------- In the top left are 2 rows of boxes labeled "MISSILES" and "BOMBS". The top two boxes are your current Missile and Heavy Missile ammo, in that order. The bottom is your Bomb ammo. If any box is red, that means you are full on that ammo. In the center is your life bar. The red is your current health. The white line is your max health capacity, and, if you pick up a level 3 Extra Energy, the part of the bar past your max capacity will fill up with yellow. If you pick up a Shield, the red part will turn blue for as long as the Shield is active. The life bar will blink slowly if you're low on health. It will also blink rapidly as your Shield fades. If you pick up a power-up that enhances your mini-gun, the remaining enhanced shots will show up under the life bar. In the top right is your radar. You are in the center. The cone extending from you is your facing direction. Enemies are red dots and allies are white dots. The green, pulsing sonar is the direction of your next objective and, if the objective is in radar range, it will show up as a yellow circle. In the center is your aiming reticule. NOTE that, despite having auto-aim, you will have a HIGHER CHANCE of hitting enemies if they are IN the reticule. All around you is a compass that rotates with your mech. The red arrow on the compass indicates the direction of your next objective. If you pause mid-game, you'll bring up a stage map with you and the location of your next objective on it, as well as your kill rate and secret discovery rate for this mission so far. TIPS --------------------------------------------------------------------------- > You can't run forward and strafe at the same time, however you can strafe run (C + L or R), which is a faster version of strafing > Having the enemy in your targeting reticule will guarantee more accuracy > Your mini-gun is more than adequate for most tasks > Bombs go over walls and destroy mines > Your missiles, as well as the enemy's missiles, can be shot down > Heavy Missiles are sometimes needed to complete objectives!!! > Enemies are aggressive, but have no persistence. If you run away, the vast majority won't follow you. Running away is actually a great option > Spend the earlier missions building up your Hull max capacity. You can max it out by Mission 2-2. This allows you to have way more life between stages, and also saves you a ton of effort exploring later on, when stages are harder > Obviously circle-strafing while firing is key to this game, as it was with most 90's games before cover-based gameplay > Not all secrets are worth finding > Just play the game on Hard--trust me, it's easy either way ___ =============================================================[]___}> 2: CONTROLS The controls come in 2 schemes that you can change in the Options menu. The only thing that changes, tho, is that L and R and Left and Right on the D-Pad get swapped. So you swap strafing and rotating. The camera views can be changed between standard 3rd person, low-angle zoomed in and zoomed way out. In menus, D-PAD and START/A can be used to select items. B can be used to cancel items. .-- L/R: Strafe --. / \ / .-------. \ | _..--/ \--.._ | X: Change camera [ D-PAD ] .* _..^--'''''''--^.._ *. .- Y: Fire Bomb UP: Move forward .'\.* (-) *./'/ Z: Fire Heavy Missile DOWN: Move backward / .-'''-. (z) \ LEFT/RIGHT: Rotate / /_.(_)._\ (y) .-.\ '---- |(_) _ (_)| start (x) .-..C. --- A: Fire Missile | |\ '(_)' / === .-..B. | | B: Fire Mini-Gun | \'-...-'..--'''|'''--...A. / | C: Run (can hold) | '---'.---.....|.....---.'---' | \ / | \ / "*--' | '--*" | START: Pause/resume game ___ ==========================================================[]___}> 3: WALKTHROUGH NOTE: This is merely the EASIEST way to beat the game, not the most complete or most faithful! This is not a 100% or purist run, by any stretch. I'm playing this on HARD difficulty, since that's the only way you can access the entire game, but this applies to EASY difficulty as well. I'll also abbreviate certain things for convenience: Rapid Fire = RF Armor Piercing = AP Extra Energy = E1 for small, E2 for med, E3 for large Shield = S1 for level 1, S2 for level 2 Hull = Extra Hull MISSION 1, Phase 0 ------------------------------------------------------------- This is a tutorial mission to get you used to the controls. Whether you're a submarine or a walker, your mech controls identically. Just get used to running (hold C) and strafing (L or R), as that's the crux of this game. The enemies here are quite easy to avoid, so avoid them. Do NOT use any Missiles, either. If you, for whatever reason, took a ton of damage here, just restart the game. No point in starting the campaign on an injured foot. There is an AP and RF power-up out in the open, but no secrets. MISSION 1, Phase 1 ------------------------------------------------------------- Behind you is a Shield level 1 (S1). Take if you want. OBJECTIVE 1: Kill all the soldiers here. OBJECTIVE 2: Destroy the shield generator. It'll drop Missiles, so make sure to pick those up. If you need health, shoot the wall North of the crater for a secret Energy level 2 (E2). Otherwise, leave it. SECRET: West of here, you'll see a nook full of bees that drop bombs. If you go inside and shoot the West-most wall, you'll reveal a ramp. Let the bee up there explode the mines for you, then kill the enemies and pick up 10 Missiles. Take the E1's if you need them. OBJECTIVE 3: Enter the compound from the East and destroy the transmitter inside. It looks like a pyramid with 3 upright prongs. Pick up the Hull it drops and exit to the West. OBJECTIVE 4: Make a mad dash to the Rendezvous Point. MISSION 1, Phase 2 ------------------------------------------------------------- Behind you is 4 Missiles. Follow the North wall and you'll eventually reach a glowing pad with Missiles nearby. Grab as many as you can, then step on the pad. OBJECTIVE 1: You'll be teleported to your first objective. You only need to rescue 8 prisoners (the white dots). Do so by walking over them lol. If you rescue ALL of them, however, you get a free Energy level 3. Be quick, tho. Prison bots will spawn and recapture them. After that, you're free to explore. SECRET: The dark gray rectangle to the North is a platform that holds 2 Hulls. SECRET: The small, square base up North has 2 Hulls and a teleporter that takes you to an enclosed area with another Hull. SECRET: A smaller, square base in the West contains another teleporter. When you teleport, follow the path NORTH to another Hull. There's a destructible wall South, but it only leads to Missiles. SECRET: There is a Hull in the very bottom-right corner of the map. If you shoot the nearest wall to your West, a ramp leads to 2 more Hulls. Those are pretty much the only secrets worth getting here, but there is ONE MORE that actually takes you to a BONUS LEVEL. If you enter that big alcove in the South and follow it West, you'll eventually see an unidentified Exit. Grab the E2 nearby and take this Exit instead of completing the mission. MISSION X, Phase 1 ------------------------------------------------------------- If you took the alternate exit from P1M2, you'll end up here. Your only goal is to destroy a research center in the...center. There are TONS of ammo and Hulls here. You can set yourself up nicely for the future by taking your time. By the end, my Hull max had quadrupled and I had full Bombs and Heavy Missiles. But be careful; this place is TEEMING with enemies that can easily overwhelm you. Don't worry about the secrets here as they generally lead to very dangerous areas with little payoff. We can easily top off our Hull next mission. Also note: this is the ONLY bonus stage in the game. Yes, I combed the entire game using the Invincibility cheat and could not find another alternate exit. ________________________________________________________________________________ MISSION 2 PASSWORD: CBYXYC ________________________________________________________________________________ MISSION 2, Phase 1 ------------------------------------------------------------- This stage can be finished quickly. However, I recommend scouring the entire map so we can max out our Hull. Start by following the road North. SECRET: There's a dark gray area just North of the starting point. Shoot the Southern building blocking it off and enter for a Hull. Exit and head West. SECRET: The circle of buildings near the center of the map can be entered by blowing up the South wall. It contains a Hull. Keep going West. You see that cross-shaped building? Just Southwest of it is a ramp leading up another roof. Take the ramp and the teleporter to a small closure containing an AP and an E3. Grab both and LEAVE. The large, dark green area on the West border is a park. Find the entrance, then immediately go to the Northwest corner for a Hull. That's all lol. Exit and continue to your first task. OBJECTIVE 1: Go to the Northwest and shoot the gate open. Pick up the Heavy Missiles inside. Now, go South to a cross-shaped clearing. Take the teleporter here and be sent to the far East. Go Southeast and you'll see another ramp. Follow the roof West and grab 3 Hulls! Backtrack the way you came. SECRET: In the furthest Northeast, there are two, identical, light-colored buildings. Shoot the Eastern one to get a Hull. Now, head to task #2. OBJECTIVE 2: Blast open the wall of the Depot with a Heavy Missile. Once inside, destroy the 2 dome-shaped buildings with Heavies. There are crates containing another Hull and an E2 at the East end. Head to your last objective by following the main road Southeast, then West. Keep an eye out for a dip in the buildings to your right that contains a Hull. SECRET: You see the buildings shaped like an "OL"? Shoot the right side of the "O" for 2 Hulls and a bunch of goodies. Exit and go South, the West. SECRET: You'll come across a ramp blocked by a gun tower. Blow up the gun tower and ascend the ramp, then follow the roof to a Hull and some Energy. Go back down the ramp and explore the small network of alleys North of the Rendezvous Point. There are 2 North-facing dead ends. The higher-up one has a Hull in it. OBJECTIVE 3: Finally, go South and finish the mission. If you've gotten all the Extra Hulls thus far, you should be maxed out. That means we essentially do not have to hunt for secrets ever again! Phew. MISSION 2, Phase 2 ------------------------------------------------------------- If you're playing on Easy, this is the last mission of the game. It was like...really easy, wasn't it? If you're on Hard, you're halfway through. OBJECTIVE 1: Blow up these two rows of pill-shaped canisters. The Southern row will reward you with a Hull, if you haven't maxed out. You should have, tho, so this is the last time I'll mention Hull locations! OBJECTIVE 2: Destroy all the crates here and make sure to pick up all the goods. This should grant you just enough Shield to make it over to Objective 3. OBJECTIVE 3: Blow up the dome-shaped barracks with Heavies and touch the item that looks like TNT to proceed. If you're low on Bombs or health (I suggest having as much as possible), exit the barracks area to the South and immediately make a right. There is a trail of Bombs you can pick up. When you see a watchtower to your left, blow it up for an E2, then cut through the alley South to the next objective. OBJECTIVE 4: Blow up the towers here for some gun power-ups. Use the ramp to ascend onto the rooftops, then follow to the next marker. OBJECTIVE 5: The A.Z.T.K. base is comprised of 2 pyramids mounted with 3 missile launchers, each. This, combined with the nearby UFOs and tanks, can really put a hurt on you. Ignore the UFOs as they're a pain to kill and don't hurt an awful lot. Instead, focus Heavy Missiles and Bombs on the tanks and Pyramids. If, afterwards, you're really low on health, go West past the open gate and use the ramp. Follow the rooftops to the end for an E2. OBJECTIVE 6: The Exit is at the end of the Southernmost dock at the pier. ________________________________________________________________________________ MISSION 3, PHASE 1 PASSWORD: XABXAB ________________________________________________________________________________ MISSION 3, Phase 1 ------------------------------------------------------------- OBJECTIVE 1: Follow the enemy craft close enough to get clean shots in. After a while, it will start shooting Heavies backwards at you. Just strafe out of the way. This thing goes down in no time, leaving you free to explore. If you're low on health, you have two options. One, go back to the beginning of the map, in the furthest Northeast corner. There's an E2 there. Alternatively, there's an E3 in the little "U"-shaped indent in the big rock formation in the center of the map. Afterwards, follow the East wall down toward the A.Z.T.K. base, ignoring any enemies. Enter the base as far North as possible. OBJECTIVE 2: Upon entering the base, make a beeline for the generator but take the teleporter along the way. Grab the nearby S1s at the destination, then use your invulnerability to charge North and destroy the generator. If your auto-aim is getting distracted by enemies, push up against the generator to make sure all your shots hit it. OBJECTIVE 3: Grab the S1 that was behind the generator and get out. ________________________________________________________________________________ MISSION 3, PHASE 2 PASSWORD: AZCBXC ________________________________________________________________________________ MISSION 3, Phase 2 ------------------------------------------------------------- There are quite a handful of ammo pick-ups in the starting area, so help yourself to them. When ready, head East. Follow a trail of Missiles up a ridge, pick up the 2 S1s uptop, and make a beeline for the generator. OBJECTIVE 1: You only have to kill all the human guards that are in the IMMEDIATE AREA of the generator, without hitting the generator itself. Bombs work fine, as long as you're aiming AWAY from the generator. This area also has a number of Bomb ammo and E1s. OBJECTIVE 2: Instead of going where the marker tells you, go East to the blue-colored rail on your radar. If you stick to the North boundary, you'll come across a number of Shields that will make the next task easier. Starting at the Northeast, follow the rail South and destroy any carts along the way. There will be tons of enemies vying for your auto-aim's attention, so shoot the carts point-blank with ONE missile, then move on. OBJECTIVE 3: You will naturally end up at the rail activation switch. Press it. OBJECTIVE 4: When leaving, stick close to the Eastern wall. There are much fewer enemies there. If you're really hurting, the upper of the two, small circular structures against the East wall holds a ton of Shields. ________________________________________________________________________________ MISSION 4, PHASE 1 PASSWORD: YYBBCY ________________________________________________________________________________ MISSION 4, Phase 1 ------------------------------------------------------------- Pick up the nearby S1 and run as fast as you can East, grabbing the Missiles along the way. At the end of the path is a large stash of Bombs that you'll want. Now, go North. Destroy the gate with BOMBS as it will also get rid of some mines on the other side, then run through. You'll pick up an S1 incidentally. Make a mad dash to the gate of the compound, accruing as much ammo and health as you can along the way. OBJECTIVE 1: Blow open the gate, then immediately go to the sides of the enclosed area. Use the structures for cover as you carefully clear the room with Bombs. You can also find some goodies here. Now blow open the next gate WITH A BOMB. Along with the detonator, there is a much needed E2. Touch the detonator. OBJECTIVE 2: You have 3--THREE MINUTES to escape. With the luxury of a full health bar, though, you can partake in some of the ammo and health along the way. Now, aren't you glad we maxed out Hull? Immediately past the 4th gate along the exit route, look left and pick up 4 S1's. This will grant you 1 full minute of invulnerability, making this stroll even more leisurely. Go to the Exit. ________________________________________________________________________________ MISSION 4, PHASE 2 PASSWORD: BAXCXX ________________________________________________________________________________ MISSION 4, Phase 2 ------------------------------------------------------------- Welp, here we are: the final mission! Pretty dang short game. At least we've been promised a boss fight at the end. As stated, the boss can only be damaged by a special weapon. Therefore, you shouldn't dilly dally collecting ammo or finding secrets as this place is CRAWLING with enemies. Anyway, if you're low on health, grab either the E2 or E3 nearby. If not, go North and you'll encounter a red gate. These are color-coded and switch-activated, so you'll have to find the red switch. Luckily, it's just North of us in a small alcove. Step on it and proceed. To the West, you'll be blocked by a blue gate. This one, however, does not have an obvious switch nearby, so go North along the water canal, blowing up or sidestepping the mines in your path. SECRET: Past the final small bridge, near the end of the canal, shoot the wall to your left. This place contains just about everything you could want, so have your fill and proceed Northeast, then West. When you're on a wide, bridge-like area, keep an eye out for a white switch blocked off by mines. You'll want to press that, then take the nearby teleporter. Go through the open gate in front of you. You'll find some health, the blue switch, and another teleporter. It's obvious what should be done. If you're low on health, go grab either the E2 or E3 at the beginning. If not, go West, then South to find the yellow switch. The teleporter nearby takes you to the yellow gate. Past the yellow gate, head South, dispatching mines and enemies as needed. Remember, there is no need to save your Bombs. Your next destination is the very Southwest corner of the map, where lies the green switch. Press it, take the teleporter and go through the green gate. You'll be rewarded with a ton of shields, as well as an E2. OBJECTIVE 1: Blow up the nearby gate and you'll find even more goodies behind it, though you won't need them. Instead, just speed through and grab the ULTIMATE WEAPON, which will replace your mini-gun. Keep going to the top-right of this area, blowing up gates and ignoring the enemies. Hit the purple switch at the end and use the teleporter, which will take you up North to the purple gate. Use what's left of your Shields to rush ahead and destroy the remaining gates. Pick up the E2, then enter the boss room. !!! SVINET-17, the FINAL BOSS !!! Okay, so this is a really easy boss. The first phase can be defeated by standing in its claws. Like literally in its claws. Just stand there and shoot it. If it melees you once, let it. It barely does any damage anyway. It'll keep trying to shoot you, but can't hit you because you're behind the projectile spawn point. The second phase is only marginally more difficult. Stand mid-distance away from Svinet, make sure there is plenty of room to either side of you, then just shoot it while strafing. Make sure you're STRAFE RUNNING (C + L or R) and not just regular strafing, or you won't be fast enough to dodge its attacks. Also make sure you only strafe in one direction while it's shooting. If you hit a wall, run forward instead of trying to strafe the other way! Once that's done, you've beaten the game! Your reward? A plain text epilogue informs you that you've been compensated for your role as a tool of corporate warfare! CONGRATULATIONS, I guess! / . || _.----..__ |\ ||/..---..|".", A_ _ \\%%%__,,,,__ '"""-._ // / "-/..=/" /oo\###xx.._ ".__ ('._"-./..==\__\oO/#########x,__\o\ "._",--""/"\ '""***########P==[ ]/ /__../..-"--..__ _.'.-.\ \__,,\,,,______ ''**--/' /--|| #>**"" ___((_>_ /--y" /| >-""" __((_>"--'xxx#-.."/> '---"""""dP d##xx#P |> .-""yy.._#P d###### / / ||##############' / _.-"| ||##########P" \__." __ _.-"_.p#\_//P"""#####" _,./ \:-"_.p##P" q##< /-'"| //p##P" ##b /""--./ q##. || | ##b || | q##. || | ##b || | ,=x###b L|_ | q##P _/ \ "". #x#x <.\_/._./ # #, \\\\ <=######=. _.-\\\\._ q#""#. /.->()--..\__ q P ""==...-\-\ ___ ===============================================================[]___}> 4: EXTRAS By using the Password option in the Options menu, then starting a new game, you can activate various in-engine cheats. You enter passwords by pressing a sequence of face buttons on the controller. As such, all passwords are a combination of A, B, C, X, Y, and Z. If you've entered a valid password, it will say "CORRECT" in the password field. STAGE PASSWORDS ---------------------------------------------------------------- Mission 2, Phase 1 - CBYXYC Mission 3, Phase 1 - XABXAB Mission 3, Phase 2 - AZCBXC Mission 4, Phase 1 - YYBBCY Mission 3, Phase 2 - BAXCXX CHEATS, etc. ------------------------------------------------------------------- Invincibility - XBABYX Level Select - ZZZCYX Infinite Rapid Fire - YAYAYA View Credits - ZAZACC Hyper Mode - ZABCXY (This is valid, but I'm not sure what it does?) ___ ==============================================================[]___}> 5: CREDITS CODE - Soren Hannibal GRAPHICS - Jacob Anderson SOUND - Jesper Kyd (quite a famous name!) ADDITIONAL CODE - Martin Pollas ADDITIONAL GRAPHICS - Jacob Lowschall, Svend Dellepude LEVEL DESIGN - Trorpas Natas PRODUCTION - Lemon PUBLISHING - Scavenger Inc. TECH SUPPORT - Mikael Balle AUDIO TECH - Zyrinx Studios TRANSPORTATION - Stacy Roberts (lol did they carpool or something) PLAY TESTING - Jesper Kyd, Morten Thuesen, Michael Persson, Mikko Tahtinen, Darran Hurlbut THANKS - Zyrinx, Mike Damien, Poul Thomsen, Shok Hansen, Maja Hansen, Christian Laursen, Michael Bach, Jakob Lowschall, Casper Andersen, Martin Damseo, Ari Goldberg, Aage Brotgaard, Soens Folk, Rejefiskerne Pa Gronland ___ =============================================================[]___}> 6: FAQ INFO All info and art was curated by CypressDahlia (cypress_dahlia@yahoo.com), unless otherwise credited. If you wanna use any of it, go ahead, as long as you give me credit. And, of course, feel free to send me emails and stuff to tell me what I got wrong/missed. Thanks for reading! ________________________________________________________________________________ AMOK WALKTHROUGH by CypressDahlia (11/14/22) ________________________________________________________________________________