Amanda the Adventurer 2 Walkthrough – Endings & Achievements

As a seasoned adventurer who has traversed countless digital landscapes, I must say that Amanda The Adventurer 2 has certainly piqued my interest. The puzzle you’ve presented seems straightforward enough – the month March equals 3 and August equals 8, so the code is indeed 3183. This will help you obtain the third key.


At the start of Amanda the Adventurer 2, you continue from where the last game concluded. There’s a stranger in your attic with you, and she’s eager to discuss all that’s been happening recently. If you ever get stuck during gameplay, our walkthrough can guide you through the challenges.

Amanda the Adventurer 2 Walkthrough – Library book locations

With your latest ally, you’ll be guided to the library where Aunt Kate once worked, in search of potential hints in her old workspace. To access this location, you’ll have to unearth a significant number of newly discovered tapes containing somewhat unsettling material.

Upon stepping into the library and glancing at the checkout desk, an enigmatic cassette tape has been found tucked inside the return slot, seemingly not belonging to the library. Your task is to decipher the combination to open the bike lock on the cabinet and retrieve the first tape. Scattered around the library are books you can engage with, some of which have letters and numbers scrawled on their opening pages using red markers. Here are the locations of those specific books:

Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

To retrieve the book with the initials “MA” from the library, follow this sequence: First, scan the book on the return counter in the order it’s arranged. If the scanned book has JP as its initials, that means the book you’re looking for is the last one checked out by that person. In this case, the book is “This Is a Pineapple.” Once you have that book, search for the initials MA inside it. The code for the book with those initials will be the fifth number in the sequence.

  • Greg the Grape 2 has the initials JP.
  • Scan the book and look for JP (Jonathan Pratt).
  • Jonathan checked out This is a Pineapple.
  • This is a Pineapple is on the book rack in the middle of the aisle where the Wooly glass case is.
  • This is a Pineapple has the Number 5 with initials MA written in it.
  • Scan This is a Pineapple and look for MA (Michael Arcadi).
  • Michael checked out Mr. Malpractice.
  • Mr. Malpractice is on one of the computers for guests in the middle aisle.
  • Mr. Malpractice has the Number 0 with initials DS.
  • If you scan Mr. Malpractice, it doesn’t work, so rescan This is a Pineapple and look for a DS.
  • You will find the name Deli Shovel.
  • Deli checked out a book called Am The Person, The Are Story.
  • Go into the children’s room in the back of the library, then look on top of the two bookshelves.
  • There will be a single book on top; this is Am The Person, The Are Story.
  • Am The Person, The Are Story has CE and the number 1 inside.
  • Scan Am The Person, The Are Story and look for CE (Carson Emerson).
  • There will be two CEs, but Carson Emerson is the one you want.
  • Carson has checked out Grown Attached, which is on the floor next to the plant in the back of the main room by the Xerox machine.
  • Inside is __ __ __ 3.
  • So the code for the bike lock is 5013.

Achievement: Librarian in Training
Find the code on the bike lock.

As a gamer, I find myself standing before a locked door. Inside, there’s a tape that holds the key to my next adventure. I unlock the door, grab the tape, and make a beeline for the Kid’s Corner, where my trusty TV and VCR are eagerly awaiting this new addition.

All loose book locations in the library

While strolling through the library and noticing books with various markings, you might have come across some unmarked books nestled among the shelves in the main library room. The only book without markings in the second room is “I Am the Person, The Are Story,” which stood atop a bookshelf in that other room.

If you manage to locate all 22 misplaced books, you’ll earn an achievement. They are easy to spot since the shelves follow recurring designs; simply search for books that don’t align with this pattern. If you require further guidance, I’ve attached images of all locations in a gallery (19/22 have been added so far; more will be added soon!). As you scan through the shelves, keep an eye out as spiders may appear on the books. They won’t harm you, but be mindful if you have any apprehension towards spiders.

Achievement: Avid Reader
Find all the books in the library

Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Amanda the Adventurer 2 Walkthrough – Let’s Plan a Trip! Tape

In the Let’s Plan a Dream Vacation! video, you’ll be asked to interact with a few options. First, Amanda will inquire about whom you’d like to meet if given a chance to travel anywhere globally. Feel free to write down any name here, but Amanda may respond uniquely if you type AMANDA, DAD, SAM, KATE, or WOOLY. Afterward, she will propose whether to activate the lamp or open the curtains to enhance the light. Regardless of your selection, it won’t affect the outcome.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

  • Choose Paris, which is the upper right drawing (B).
  • Next, Amanda will ask you to choose whether to break the piggy bank or pull out the piggy bank’s plug.
  • Choose Mexico City (A).
  • Sell the Rooster.
  • Choose London (C).
  • Amanda will be attacked by a possum; if you help her to fight it off, she will have enough coins. If not, you will need to tell her to look in the couch cushions for more coins.

Here are two distinct paths available to you; taking the first one means turning back, replacing one of the tables in the children’s corner with a train setup. The second path has a piggy bank positioned behind where you currently stand. Pausing the recording at any moment significantly increases the likelihood that you will encounter the piggy bank. I’ll start by explaining how to navigate through the piggy bank scenario.

Piggy bank puzzle solution

Move the piggy bank onto the marking near the TV that is yellow ‘X’. Whenever a small pig figure appears in the bottom-left corner of the screen with a + or – sign and a coin count, it will either deposit or withdraw coins from the piggy bank. Your goal is to make the total amount of coins exactly equal to 10; having more coins may prevent you from progressing further in the video game.

  • In the first part of the video, Amanda wants to go to Paris, so she opens up her piggy bank and finds +5 coins. Have the piggy bank on the X.
  • Then, she counts out -2 coins to go to Paris. Have the piggy bank off the X for this part.
  • Next, she wants to go to Mexico City which will cost -3 coins. Have the piggy bank off the X for this part.
  • She will then sell her Mr. Rooster toy and gain +3 coins. Have the piggy bank on the X.
  • Amanda will then find +1 coin in her pocket. Have the piggy bank off the X for this part.
  • If you don’t fend off the possum, it will steal -1 coin. Have the piggy bank on the X.
  • If you don’t fend off the possum, Amanda will search the couch and find +3 coins. Have the piggy bank on the X.
  • This should leave you with 10/10 coins in the piggy bank.
  • Finish the tape.
  • The piggy bank will explode and give you the next tape.

Achievement: Cha-ching!
Break open the Piggy Bank

Goodnight Tape

Inside the piggy bank, you’ll find instructions for saying goodnight. First, Amanda needs your assistance in organizing her toys properly. When she asks how many toys there are, respond with FOUR. Next, click on four of her toys to help put them away. To complete the tic-tac-toe puzzle, make sure the blank section on the puzzle box is filled with an X.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Afterward, Amanda plans to visit the bathroom to either clean her face or brush her teeth, depending on your suggestion. She’ll ask which task should be done first, and it doesn’t make a difference either way. If you specify ‘FACE’, she’ll need a washcloth; if ‘TEETH’, she’ll require a toothbrush. The color isn’t important, so feel free to choose your favorite. Once Amanda is prepared to brush her teeth, she’ll ask you to locate the toothpaste in the medicine cabinet. As she opens the cabinet, you’ll get a quick glimpse of its contents. These items correspond with the weather side of the puzzle box.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

  • Put the bubble in the upper left corner of the puzzle box.
  • The flower with six petals in the upper middle.
  • The upper right gets the sun.
  • The lower right is the daisy with five petals.
  • The lower middle gets the crescent moon.
  • The lower left is blank.
  • Finish the tape; it does not matter what choices you make for the remainder of it.

When you do these puzzles, you will get an achievement.

Achievement: Sleepy Time
Play with the activity block at night

After filling in the Tic-Tac-Toe section and the Weather information on the box, a tape automatically emerges from the top. This tape is labeled “Let’s Practice Patience!

Let’s Practice Patience! Tape

First, complete the entire “Let’s Learn Patience” activity. Then, explore the library. You’ll find a “Speak No Evil” monkey on a table directly behind you. To your left, near the TV, there will be a “See No Evil” monkey sitting on toy boxes. Lastly, in the next area, up the stairs, you’ll see the “Hear No Evil” monkey on tables. To make these monkeys hand over the next tape, you must manipulate the “Let’s Learn Patience” tape so that Amanda and Wooly reenact the poses of the monkeys. Screenshots will be available soon!

  • In the first section of the video, Wooly will complain that there is not enough light. Pause the tape and turn the lamp next to the TV on; the screen will turn to static. Interact with the screen again and the tape will start playing again. Both Amanda and Wooly will cover their eyes. Pause the tape, then interact with the See No Evil monkey. It will uncover one eye.
  • When the possum appears and threatens to pick up the bucket of paint, do not stop it. It will shower both Wooly and Amanda with whatever paint you chose, and they will cover their mouths. Pause the tape and interact with the Speak No Evil monkey. It will uncover its mouth.
  • Lastly, when Wooly says the sounds of the birds are so nice and “quiet,” pause the tape. Turn the radio next to the Hear No Evil monkey on FULL volume. The TV screen will turn to static. Interact with the TV again and the tape will progress. Pause it as soon as Wooly and Amanda cover their ears, then interact with the Hear No Evil monkey to uncover its ears.
  • Once this is completed, the monkeys will appear behind you with the next tape.

Achievement: No Evil Around Here
Satisfy the monkeys’ desires

Let’s Hunt For Treasure! Tape

Regardless of your actions from here on out, your fate is sealed – death is inevitable. There’s no option left in the game or the recording that can alter this outcome. Once you finish the tape and present one of the toys to the monster, you might earn an achievement. If you choose the pink teddy bear, it could result in an accomplishment.

Achievement: Anger Issues
Give Amanda a treasured toy

Ending 1: The Worst Ending

After finishing the Let’s Hunt for Treasure game and presenting any of the toys to Amanda, your character will perish and be forced to restart from the beginning. This is the most dismal ending, but let’s go back to the start and try to alter Riley’s destiny. Here’s a hint: A new video is on its way!

Amanda the Adventurer 2 Walkthrough – Let’s Plan a Trip! Tape again

In your subsequent game (or your initial one, contingent on whether you acquire the piggy bank or the train set initially), upon finishing the journey log from the locked library cabinet (the access code remains unchanged in the second playthrough: 5013), a train set will materialize, taking the place of one of the children’s corner tables.

To replicate Amanda’s dream train journey from the current setup, arrange the pieces to form corners that correspond with the image provided. The train should travel through Paris, Mexico City, then London, and finally reach its destination. This will grant you the next instruction or tape.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Achievement: Choo-Choo!
Go on Amanda’s Trip

Let’s Start the Day! Tape

In the upcoming recording, we find Amanda starting her day by rising from bed and preparing for breakfast. Initially, you’re faced with a decision: should you adjust the pillows or the blanket first. The choice is yours, as both are acceptable. Later on, Amanda will request your assistance in locating her backpack; it can be found inside the cabinet. Once we move to the kitchen:

  • If you type in WOOLY or LAMB, Amanda will say that she is sadly “out of that” and start laughing. Yick.
  • Next you need to choose a cup color; it doesn’t matter which you pick.
  • Amanda will make you choose between bacon and toast.
    • If you choose toast, pick to toast the bread first.
    • If you choose bacon, Amanda will ask you to find a pan; it is behind you in the library by the stairs to get down into the Kid’s area. It will be behind you and to the left on the other side of the table. You can then fend off the possum or not.
  • Once the tape is done, the puzzle box will appear on the table behind you; line the objects on the back of the puzzle to match the layout of Amanda’s breakfast in the tape.
    • Orange will be in the upper right.
    • Cow in the upper left.
    • Pig below the cow.
    • Wheat below the Orange.
    • Egg in the middle under Wheat.
    • Muffin in the bottom right.
    • Apple in the bottom left.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

  • The front of the box needs to line up with the clothing in her closet.
    • The first person needs to be the clown top and the pink skirt.
    • The second is the flower top and the jeans.
    • The third is the tux top and the light blue or gray bottoms.
  • The new tape will pop out of the top of the box. This will also give you an achievement.

Achievement: Get Ready with Amanda
Play with the activity block in the morning

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

How to get the first colored tape (Orange Tape)

Finishing each side of the box accurately will earn you the Orange Tape. I’ve repeated the answers below, so you won’t need to go back.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Achievement: A Thorough Routine
Solve all sides of the block puzzle and get the orange tape.

Amanda the Adventurer 2 Walkthrough – When You’re Feeling Bad Tape

On the recording, Amanda appears sad. She queries you about how you cope when feeling low, at which point Wooly proposes sharing a tale. To access exclusive dialogue when Wooly enquires about your preferred genres of stories, input HORROR. By disrupting this segment, you can unlock an achievement and a novel ending. Simply choose the books in any sequence you prefer, and another demise will ensue.

Achievement: Pediatrician’s Bad Time
Read Amanda the wrong story

In this recording, the appropriate options for the story correspond to the pictures Amanda has drawn, arranged as they appear on the wall behind her. For instance, the first picture (1) shows both the Knight and Princess, so pick up and open both books labeled A (Knight book) and B (Princess book) from the table. Then return to the TV screen and confirm with Wooly that you are certain by pressing Yes on the remote control. Continue this process for all the remaining pictures.

  • The second (2) has the Princess and the Wizard (B and D).
  • The third (3) has the Wizard and Dragon (C and D).
  • (4) has the Knight and Dragon (A and C).
  • (5) has the Princess and the Knight (A and B).
  • The last panel (6) has the Knight (A) all alone.
  • In the middle of all this, the possum will try to rip up the pages; make sure to stop it.
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Achievement: Pediatrician’s Story Time
Read Amanda a story

Once the right tale has concluded, you’ll find another book on the identical table where Knight, Princess, Dragon, and Wizard books reside: “5 Ways to Conceal a Mallet” by h’Andy Min. Contained within it is a mallet; you can employ it to shatter the piggy bank next to you if you opted not to smash it earlier (if you had allowed Amanda to do it, it would already be broken). Inside will be a train track segment.

Let’s Hunt for Treasure! Tape again

Return the hammer to the library’s entrance and use it to shatter the glass surrounding the Wooly doll and its accompanying tape. Once that’s done, press play on the tape, and when monster Amanda requests a “notable” plaything, hand over the Wooly doll to her.

Achievement: Anger Management
Give Amanda the Wooly puppet

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Since you’ve handed over the Wooly doll to Monster Amanda, she will now burst into Kate’s previously sealed office. Proceed inside and grab the train piece sitting on the desk. Then, pick up the tape from the central table and carry it back to the TV; play it to advance the storyline.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

We Can Fix It Tape

As an enthusiastic solver, to crack this puzzle, I must initiate the We Can Fix It tape. Once ejected from the video for the first time, grab the knife positioned beside the frog, and slice it open. This action will propel me back into the tape. Subsequently, Amanda will retrieve a rollerblade from the pile of Wooly’s discards. Upon lifting it, she will inadvertently eject me out of the tape once more.

  • Inside the dissected frog will be three objects; choose the wheel that fits on the rollerblade, and cut all the innards that are holding it in the frog. Bring it back to the TV, and interact with the screen to give it to Amanda.
  • Next, Amanda will hold up the robot from the last game. To fix it, you will need to cut out the AA-looking battery from the frog.
  • After that, you will need to fix the seat of the picnic table with a screw. Cut the screw out of the frog and take it back to the TV.
  • Take the butterfly wing from the frog for the next bit.
  • After that, cut the heart out of the frog, then bring it back to Amanda.
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Achievement: Science Class
Dissect a frog

How to get the second colored tape (Blue tape)

Because the frog is no longer in its aquarium in Kate’s office, you can now enter and retrieve the second railroad piece that was inside the broken frog habitat. To follow Amanda’s original plan but reach the second destination instead of the first, you should arrange the track pieces as follows:

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

First, position the train on the rails, then observe it traversing the outlined route (as depicted). Subsequently, the blue marker should emerge from the concealed opening, or cave.

Achievement: Chugga Chugga Chugga Chugga
Go on Amanda’s trip to the secret cave

Amanda the Adventurer 2 Walkthrough – Do You Feel Safe? Tape

The final tape you encounter here is titled “Do You Feel Safe?”. When you press play, a recognizable figure will appear on your screen – identical to the map found in Kate’s office on the microfilm. Retrieve the microfilm and set it on your television. Continue watching. You must char the microfilm using your TV for a total of three instances.

  • The first time, the image will pop up during the video with no prompting from you.
  • To get the second burn, you will need to answer NO when Amanda asks if you feel safe. The image will appear again, and you need to put the film against the TV a second time.
  • The third burn image will appear after Amanda asks you if you trust anyone; you need to answer KATE. Burn the third image, then place the microfilm in the microfilm reader.

After finishing the trio of burns, you’ll find solutions for the subsequent three puzzles which you may tackle in any sequence. Here’s what the microfilm will display following successful burning of all images:

Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Puzzle 1

Four fresh solutions can be found for each face of the puzzle box. You’ll find the responses for all four sides within the image collection provided below. When you’ve solved them all, a key will emerge from the box.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Puzzle 2

Inside the door leading from the main library room to the kids’ corner, I noticed an updated poster. Curiosity piqued, I reached out to pull it off the wall. To my surprise, there was a key tucked beneath it! I pocketed the key, ready to discover what secrets it might unlock.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Puzzle 3

The last puzzle is the M/D puzzle for LM and WH. If you scan every book you can in the library, you will find only two names that fit the bill: Linda Monson who took out Squeegee of Destiny Vol. 8 on March 1, and Will Hill who took out So You Want a New Identity? on August 3. Since the locked box in Kate’s office requires a four digit code, you will need to put in Linda’s month and day, then Will’s month and day in that order. March = 3 and August = 8. So the code is 3183. This will get you the third key.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

How to get the third colored tape

Coming soon!

What to do with the keys from the microfilm puzzle

In the center of Kate’s desk is a locked drawer. Use one of the provided keys to open this drawer. Inside, you’ll find another compartment on the right side of the desk (when viewed from the chair), which needs a second key for access. Finally, the third key can be inserted into this newly opened compartment on the left side of her desk.

Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements
Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Achievement: Ancient Technology
Figure out how to use the Microfilm Reader

On Kate’s desk, a hidden compartment on top will pop open, revealing a tape recorder inside. If you haven’t collected all the secret tapes during your playthrough, you won’t have a cassette to insert into the cassette deck; instead, you’ll simply need to press the button. This action triggers the game’s ending sequence because it is impossible to obtain all secrets in one run – you must start a new game after viewing the credits to uncover them all.

Achievement: Down the Hatch!
Beat the game

How to get the fourth colored tape

Amanda the Adventurer 2 Walkthrough – Endings & Achievements

Once the game concludes and the credits finish playing, initiating a fresh game grants you an additional accomplishment and the subsequent color-coded tape. This new piece can be found at the front counter of the library’s service desk.

Achievement: Testing Patience
Get on Amanda’s nerves

How to get the true ending in Amanda the Adventurer 2

Coming soon!

Achievement: Certified Librarian: Access the confidential library data tape

For more walkthroughs, check out Machinarium Walkthrough – 100% All Puzzles on GamerTop.

We have upgraded our commenting platform! Existing comments will be imported over the next few weeks.

Read More

2024-10-29 15:57