NINE PRINCES IN AMBER These are not just hints, they are answers. If you desire a challenge, don't read them. ------------------------------------------------------------------------------------------------ 1. HOSPITAL: A. Kill the man approaching you. B. Read the chart to know whatÆs going on. C. When leaving the hospital, go to Evelyn's. D. Don't forget to exchange clothes with the orderly. 2. FLORA'S HOUSE: A. No, you can't take Flora's whistle. B. She can't be killed, calm her instead. C. In the Library: Replace the cards and answer the phone. D. Throw statue/or chairs at Random's attackers. 3. JULIAN: A. When Julian is on his horse (in the forest) and is toying with his sword: say "jump julian", then "take julian hostage." 4. With DEIRDRE AND RANDOM after rescue in clearing: A. When DEIRDRE says: "...Suggest a plan.", you can say; "GO TO AMBER," or "CONFESS AMNESIA." 5. With GERARD IN THE CLEARING A. You meet Gerard here only if you have killed Julian. You must confess your amnesia to Random before you meet Gerard. 6. Meeting ERIC IN THE GLADE: A. You can ally with Eric and go to Amber. OR: B. You can fight Eric and if you win, you ôtake Trumpö, then ôgive trump to randomö, then have Random contact DEIRDRE. 7. IF you meet LLEWELLA: A. Ask her for help, then tell her about DEIRDRE. 8. The PATTERN: A. See enclosed information. p.3 9. LIBRARY TRUMP CASE: A. There is no key. You must "Pick lock with pin". B. After taking the trumps you can contact; Bleys, Gerard, or Random. 10. CONTACTING BLEYS IN THE LIBRARY: A. You must convince him to ally with you and come to the library. 11. IN DUNGEONS WITH BLEYS (KNIFE POINT): A. "Run" when Bleys reaches for the keys, then "contact DEIRDRE." 12. On GERARD'S SHIP: A. Ally with him by telling him about DEIRDRE and telling about Eric. B. You can't escape his ship or Caine's ship. 13. JEWEL OF JUDGMENT: A. You can't take it, nor do you ever need it. 14. BEING BLINDED: A. You can avoid it if you meet Bleys in the Amber library and ally with him. B. If you can't avoid it, don't worry - the game still goes on. 15. CELL: A. If you escape into the hallway, you should; "pick lock with spoon". B. After Dworkin leaves you can "light match" to follow him. 16. DWORKIN'S STUDY: A. If Dworkin forms into a monster, you must "go to Cabra." B. To get the pendant you must "Flatter Dworkin", then "Ask about pattern" twice, then "Take pendent." 17. BRAND: A. Brand must be contacted first from; Rebma, after DEIRDRE has rescued you from Bleys, OR from the point where you are supposed to ride out with Ganelon to the battle but skip out on him. B. After you contact him you can "go to Brand." 18. THE WHITE CATS: A. "Kill cats" twice. 19. THE MIND FIGHT in Benedict's camp: A. "Think water", then "think fish", then "think water", then, EITHER; "think pain" or "think pattern" which ever is appropriate. 20. TO OBTAIN RED POWDER, TROOPS GUNS: A. Simply say "go to gunpowder", "go to guns", etc... NOTE: Much of the ending is determined by how you play in the BEGINNING of the game; whether or not you took the cards at Flora's, if she is calm or angry, if you rescued deirdre, or killed Julian, or allied with Eric. Killing any character will have an effect on the outcome. TECHNICAL DIFFICULTIES: 1. DO NOT say "break contact" in the mind fight AFTER you have already said "think water". This is a fatal bug. 2. If you have a hard disk, be sure and use the setup command and set the number of drives to (2). THE PATTERN: 1. Without a color monitor: There are messages at the bottom of the screen, telling what color a new path is. Pay very close attention to the location of each path and from time to time draw a diagram indicating where each path is. 2. Note that you can cross over paths that are a different color than the one you are creating. For instance, if you are adding pattern tiles to the white path, you can cross over the red, blue, or black paths. The only path you cannot cross is the one you are creating. 3. Try to get the "T" shaped tiles up, as far away from each other, early in the game. 4. Try not to back yourself into a corner no matter how useless the path seems. 5. You don't have to cross each star with a different color path. 6. Use the paths not only as a means to get to a star, but also as a way to use up tiles in an attempt to have a different tile appear. 7. The color of the path is the color of the line in the center of it and not the background color of the tile.