158 lines
9.0 KiB
Solidity
158 lines
9.0 KiB
Solidity
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Amnesia
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Amnesia, for all the hype, is a dreary little game, populated mostly by
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unpleasant characters, including the one you manipulate through the adventure.
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Of course, you don't know that at the start, since you wake up unable to
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remember anything whatsoever.
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There are two parts to the game: inside the hotel and out on the streets of
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Manhattan. The hotel portion is virtually automatic; you are guided along by
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the program, or actions are chosen for you, so that you have few chances to
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make any real errors, except possibly dawdling too long in your room. How you
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want to get through the game is up to you; this file provides you with the
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absolute minimum for finishing Amnesia, without any frills. Your score will
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not be terrific (somewhere around 'occasionally absent-minded'), but at least
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you can finish the game quickly.
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Technically, this file really isn't necessary, as the manual provides most of
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the answers in the back of the book. Even so, for those who want to get this
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one over with in short order, the information here should be helpful. Of
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course, you can also mess around the city a bit if you like; that won't help
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you finish the game, but it might be interesting. Ok, let's get the hotel out
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of the way first.
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In the hotel room, read the Bible, specifically John 1. Here you find a dollar
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bill. Hang on to it. Do not give it to the bellboy, you need it more than he
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does. Then go up to the gym, and sit through the silliness with the sauna.
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Back in your room, you can drop the bookbag and the satchel. It's always best
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to travel light.
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Get into the tux, answer the phone, then go down to the lobby. You won't be
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needing your jeans and t-shirt, so just leave them behind. In the chapel, tell
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Alice 'no' when she asks if you'll marry her. Take the box when she offers it
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to you. Keep trying to stand after you trip, and eventually you'll make it back
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to your feet again. Leave the chapel.
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If you try going back to your room, the bellboy will come over and ask for a
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bribe to keep his mouth shut. You can give him the Tiffany box; you won't need
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it later on. The vault can't be opened right now, so just leave the hotel,
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because you'll need to find a place to sleep for the night.
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The one place to sleep is a tenement on 54th Street. It will probably be either
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on 9th Ave. or 10th Ave. It was on 9th the first time I played, and on 10th the
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second time, so just go one block north then head west until you come to it.
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Inside, do not force the right-hand door; this will only get you killed (the
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neighborhood junkies hang out in that apartment). Go left instead. Delightful
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place, but you can sleep here in safety.
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On your way to the tenement, beg once or twice to pick up some extra cash.
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You should also get a dollar from someone who asks you directions (you do need
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the Street Indexer in the game for this; it is totally incorrect as regards
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Manhattan streets, but the program takes this into account. Obviously, this is
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some kind of anti-piracy device).
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Now, if you want to skip some extra travelling, you can skip this paragraph and
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go on to the next one. The only worthwhile phone number in the book is the one
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for Tiny Tykes (TTTT). Call that (remember that ANY phone call you make in the
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game, you MUST hyphenate the number: 555-1314, *not* 5551314, or you'll never
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get an answer). Listen to the recording, and make note of the address, then
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take the train down there. You'll get a note from Alice, saying she'll be
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waiting for you every day at the NY Historical Society between Noon and 2 PM.
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Make sure you eat something (beg for extra money if necessary; sooner or later,
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you should run into the Wacky Wanderer, and pick up some extra bucks), then
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take the train uptown to the NY Historical Society in time to meet Alice. Be
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careful that you do not inadvertantly leave the place; it costs $2 to get in,
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and money is still necessary here. Walk into the Tiffany Room any time after
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twelve, and Alice will be there.
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Ask her a few questions, about herself, about Xavier, whatever. Then ask her
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about Denise. She'll get upset and run out; follow her. You will lose her on
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the street, but that isn't important. This entire episode is the trigger for
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something of far greater import: outside, you will meet an artist (walk a
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little bit). He is totally fascinated by your clothes, and eventually you end
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up exchanging yours for his. You also get $5, his sketchpad, a piece of
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charcoal, and some advice: go down to Washington Square park to draw portraits
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and make some money.
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However, you will be doing that tomorrow. Right now, take the train back to
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the hotel, and get your disk out of the vault. If you don't know the password,
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you can try going to the Princeton Club. You're not a member, but outside
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you'll meet someone who will tell you what the password is (or, you can just
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not bother; the password is in the hints section of the manual). Time is moving
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on, so after you get the disk, go back to the tenement and just sleep until the
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next morning.
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Eat something, then go downtown to the Park. Sit on the bench, open the pad,
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and wait. Eventually you will get some customers. It is important here to do
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things right the first time, otherwise you will have to reboot to restore your
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position (save before you enter the Park, to be on the safe side).
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The first sitter will be a girl; when she asks if she should smile, say No.
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You'll get a much better portrait, and an extra $1.50 to boot. The next one
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will be a cowboy-type. Draw him straight on, not in profile, and you'll pick up
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$10. Easy money, huh? Then you'll get an out-of-towner; draw him with his eyes
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closed. Now keep waiting until Bette shows up. This is the woman you dreamed of
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in the tenement; your true love.
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She'll take you to her apartment. Now you have a decent place to stay, and
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plenty of food as well. Ask her all kinds of questions, and find out what you
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can from her. You'll spend the night there. In the morning, after Bette leaves
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(and has written her phone number on your arm, in case you suffer another bout
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of amnesia), go uptown to the Friendly Computer store, and rent time on an
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Apple, so you can read the disk files. You MUST do this to complete the game.
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You'll be able to read all but the last file; in fact, you will never read this
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one, but it doesn't matter. After reading the files, go back to Bette's place
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and just hang out. Spend another night there, then after Bette leaves, just
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wait until she calls you and gives you Denise's phone number.
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Call that number, and identify yourself as John. Denise will ask you to come in
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a half hour or so. It's a trap of course, but you have no options. Get
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something to eat, then make your way over to the Dakota.
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In the apartment, much of the action is automatic. You can give almost any
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answer you like to Denise's questions, it doesn't matter. Sit tight until
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Zane leaves the room and gunshots are heard. Denise will take off, and so
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should you. Any action except leaving will get you killed, so get out of there
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fast. Go back to Bette's apartment, and get some sleep.
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In the morning, wait for Denise's phone call. She'll tell you that they have
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Bette, and then tells you to come to the Dakota the next day between 8 AM and
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Noon. This is another set-up. As soon as you hang up, leave the apartment, and
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go uptown. However, instead of entering the Dakota, go north one more block to
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W. 73rd, and then one block west. You'll see a service alley. Go in there, and
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pick up the tire iron, then climb up the fire stairs (note: you cannot do
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anything in the alley, unless you have first received Denise's call).
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When you reach the fourth floor, pry off the grating with the iron. Now you can
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reach the window, which, as you might expect, is locked. You have a choice
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here: smash the window and enter, or stay on the stairs. Either way, you will
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be knocked out, and awaken to find yourself handcuffed to Alice.
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Alice, alas, is dying, and there is nothing you can do for her. But, she has
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a lot of information, and this time, it's the truth. Keep her talking for as
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long as possible, and you'll have just about the whole, sordid, story.
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Now Zane will come along, and drag you into another room. Denise is sitting
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at the computer, ready to boot the disk, and Bette is brought in, too. I still
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haven't figured out how Denise was able to bring up the last file, but she
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does manage it. Anyway, just sit there, and give out the answers to the various
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riddles, accurately. Finally the fifth file will come up.
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Here you must give the last two letters that are missing from AMNES--. The
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correct answer, of course, is IA. However, Denise, who suspects a trick, enters
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TY instead, thereby erasing the file. That effectively ends your direct
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participation in the game; all the rest is automatic, as guns blaze and people
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drop like flies. You and Bette safely escape, to start a new life somewhere
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else. Personally, tho, I think that Bette deserves someone better than Xavier
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Hollings.....
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Amnesia is copyrighted 1984-86 by Thomas Disch and Cognetics Corp.
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