NINE PRINCES IN AMBER
Part One
This is a very complex game with an enormous data base. Unlike
many adventures, it is highly interactive in that varied player
responses to different situations can cause the game to branch in
many possible directions. Some paths through Amber will lead to
a dead end. Others will lead to partially successful
conclusions, and a few paths will culminate in total victory. As
Prince Corwin, your final goal is to become a popularly acclaimed
King of Amber. To do this, you\'ll need the support of some of
your family members and you\'ll have to deal with those who mean
to destroy you once more as they tried to do in the past. This
walkthru will guide you along one of the shortest paths through
Amber to victory. You should be aware that there are many other
paths that can be taken and lots of exciting things can happen
when you explore the possibilities of other routes. A lot of
enjoyment can be had by experimenting and discovering the
richness of this game. I\'ll try to suggest other (not
necessarily successful) branches as we go along. HOSPITAL,
FLORA, RANDOM As the adventure starts, you wake up in a hospital
bed with casts on both legs and a man is about to give you a shot
to make sure you don\'t stay conscious. Act quickly and HIT MAN.
Now that he\'s in dreamland, BREAK CASTS to gain some mobility.
You need to escape, so EXCHANGE CLOTHES, which will give you a
disguise and some money in the pocket. READ CHART to find out
who you\'re supposed to be and who put you there. LEAVE puts you
outside on the street, and instead of wandering about, TAKE BUS
or TAKE TAXI, which will get you to your sister\'s house in the
suburbs. Having nothing better to do, you KNOCK which gets you
admitted to the house and escorted to the library to meet your
sister. HELLO, you say, and your sister\'s response tells you
your real name is Corwin and she wants no trouble from you. Just
say YES at this point; other responses may get you thrown out or
torn apart by her vicious dogs. You want her on your side, so
FLATTER her and SUPPORT her and generally AGREE with anything she
says. She\'ll depart shortly, leaving you alone in the library.
Get some flavor of the game with EXAMINE BOOKS and READ BOOK.
THen get nosey and SEARCH DESK, which will get you a pack of
Tarot cards. At this point the phone will ring, so you ANSWER
PHONE. When the caller asks if Evelyn is there, you say NO and
say CORWIN when asked for your identity. It\'s your brother
Random and he needs your help. YES, you say and he hangs up.
Now, EXAMINE CARDS and you get some information about your family
and discover that Evelyn is really Flora. If you want more
descriptive detail, you can check out the Trumps one at a time
with commands like EXAMINE BLEYS, etc. You don\'t want to
alienate Flora, so RETURN CARDS and Flora will come back to the
library none the wiser. Random will show up and get on his side
with statements like AGREE, SUPPORT RANDOM and ALLY WITH RANDOM.
A bunch of ugly creatures burst in and since you have no weapon
THROW STATUE (or CHAIR or DESK) and the baddies will be subdued
with an assist from the hounds. SMILE or SHRUG at Random\'s
comment and AGREE when he suggests a walk. He finds Flora\'s car,
gets it running, so you GET IN CAR and off you go. When he
starts questioning you, play along with statements like YES,
AGREE, BLUFF, SMILE, ALLY and SHRUG. Do not ADMIT or CONFESS
anything. You can get more information if you ASK ABOUT AMBER or
ASK ABOUT ERIC. When he asks permission to head for Amber say
YES and your world changes dramatically.
NINE PRINCES IN AMBER
Part Two
JULIAN, DEIRDRE, ERIC
As you and Random proceed through the changed world, you are
intercepted by brother Julian. GET OUT OF CAR when prompted by
Julian and when threatened, PULL JULIAN FROM HORSE, putting him
at your mercy. An alternative here would be to DRAW SWORD and
enter the fencing game (be sure to SAVE before drawing the
sword). Good sword technique will defeat Julian but it\'s a lot
easier just to pull him out of the saddle. There\'s no need to
kill him, so TAKE JULIAN HOSTAGE and the three of you will end up
at a cliff. Now THREATEN JULIAN and ASK JULIAN and he agrees not
to bother you if you let him go, so you AGREE. Random heads
north and you FOLLOW him. It gets dark and Random notes the
danger of using the road so you LEAVE ROAD and you see a clearing
ahead. APPROACH CLEARING and you find your sister Deirdre held
captive by Eric\'s men. At this point if you ABANDON DEIRDRE,
you\'ll open a whole new path through Amber and get to meet some
folks you won\'t otherwise see. This will not lead to victory, so
save that idea for future experimentation. Instead, RESCUE
DEIRDRE, and when she asks for suggestions, say GO TO AMBER. She
doesn\'t care for that and departs, leaving you with Random. If
you had chosen to CONFESS (about your amnesia) another
interesting branch would have started. You and Random are soon
accosted by Eric\'s men and you WAIT to see what happens. Eric
shows up and you decide to ALLY WITH ERIC and when he asks for
your fealty, you AGREE and FOLLOW him to Amber. Had you chosen
to CHALLENGE ERIC and fence with him, another path would have
started. Try it some other time. At Amber, Random asks you what
in hell you think you\'re doing and you decide to CONFESS and ASK
FOR HELP. He decides to send you to Rebma to walk the Pattern
and regain your memory and magic powers. He contacts Deirdre via
her Trump and you TAKE HAND when Random has her on the line.
Presto, you are in Rebma and ready to take the next step on your
quest. REBMA AND THE PATTERN At Rebma, FOLLOW DEIRDRE until you
arrive at the Pattern. SAVE the game at this point, in case you
mess up in negotiating the Pattern. Then WALK PATTERN until you
have passed through all five veils and stand in the center of the
Pattern. The only thing you can do here without ending the game
is to IMAGINE AMBER and you are transported to the library at the
very center of Amber and now things are getting interesting.
BLEYS, ERIC, ESCAPE, DEIRDRE In the library, a deck of Trumps is
in a glass case. Your dagger is too dull to pick the delicate
lock, so you EXAMINE your CLOTHES and find a rose pin holding
your cloak. You PICK LOCK WITH ROSE and get the Trumps. Attempt
to LEAVE and Julian shows up. Use any one of the friendly verbs
and he\'ll sulk and leave. Aha! Someone\'s trying to contact you
on the Trump line. ACCEPT the contact and it\'s brother Bleys.
Say NO when he asks if you\'re for Eric and say ASSASSINATE ERIC
when he asks about your plans. Bleys likes the idea and asks you
to bring him through to the library. TAKE HAND and there he is!
(Other paths can be tried here, such as CONTACT RANDOM or not
telling Bleys you want to assassinate Eric. Try them some time.)
DISCUSS PLANS with Bleys and Eric shows up. Just what you
wanted, so you and Bleys KILL ERIC and that\'s all for him. But
what\'s this? Bleys is threatening you with his sword and has the
drop on you. Treachery! You are forced to SURRENDER and when
Bleys offers you a regency you say NO. He marches you to the
door at sword-point, you OPEN THE DOOR and he escorts you to a
dungeon cell. Following orders you OPEN THE DOOR of that cell
and he forces you inside. It looks bad, but his attention
wanders as he fumbles for the key and you FLEE! Bleys is in hot
pursuit, so you pull out your Trumps and CONTACT DEIRDRE. She
responds and pulls you through to Rebma. Safe for the time
being. Deirdre wants to know what\'s going on and you TELL THE
TRUTH to your sister. She accepts your story and warns you that
you can stay only a short while before being discovered and
extradited.
NINE PRINCES IN AMBER
Part Three
REBMA, BRAND, BENEDICT, FIONA
While staying at Rebma, you try to CONTACT BRAND and find he is
a prisoner and you get a picture of the tower where he is being
held. Since it\'s dangerous to hang around Rebma you decide to GO
TO BRAND and soon find yourself at a tower guarded by a fearsome
serpent. You find you can kill him if you STAB SERPENT IN EYES.
You ENTER TOWER and KILL GUARD. There\'s Brand chained to a wall.
Using your trusty sword, you CUT THE CHAINS and free Brand, but
he\'s unconscious. You CARRY BRAND from the tower but the guards
are alerted and come after you. But you are a Prince of Amber,
so you WALK SHADOW and escape with Brand over your saddle. As
you ride, you encounter a mysterious Black Road. This looks
dangerous so you go ONWARD and arrive in Avalon where you are
confronted by your brother Benedict. You GREET BENEDICT and when
he asks about Brand, you must BLUFF, since you don\'t know if it
was Benedict who was responsible for Brand\'s condition. He
accepts your story and takes you to his camp and deposits you and
Brand in a tent. You WAIT and Brand revives and you ASK BRAND
what is going on. He won\'t discuss it and leaves, saying you may
follow if you wish (try it sometime). Instead you STAY and you
get a Trump call. You ACCEPT and it\'s Fiona, who\'s heard that
you rescued Brand. You say YES and to get more information you
ALLY WITH FIONA. She implies that it was Bleys that imprisoned
Brand so that he could claim the throne. She breaks contact.
Benedict comes in and asks you to go to Amber with him. You
AGREE and go with him, setting the stage for the finale. FAMILY
MEETING AND CONCLUSION As you enter Amber, you note that the city
is under attack by the evil forces of Chaos. You and Benedict go
to the council chamber where the family is gathered. You decide
to TELL THE FAMILY ABOUT BRAND. A bombshell! When asked for
more details, you EXPLAIN ABOUT BRAND and ACCUSE BLEYS of the
crime. Bleys is exposed and Benedict banishes him. Now, showing
your leadership, you GO TO BATTLE and Amber wins the day.