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From: aa399 (Len Stys)

Subject: GAME SOLUTION: 9 Princes In Amber

Date: Fri Jan 19 19:51:47 1990

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.

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