Amanda the Adventurer 2 builds on the eerie foundation of its predecessor, offering multiple endings that deepen the mystery surrounding Riley, Amanda, and the sinister Hamlin organization. This guide breaks down the endings of THE DEMO VERSION each ending, explaining the events and their implications.
This is the default “bad” ending that most players will encounter first. After watching the tapes “Everything Rots” or “What’s a Family?”, a monstrous entity bursts through the attic’s trapdoor and kills Riley. This happens regardless of the decisions made during those tapes.
In “Everything Rots,” Amanda prompts you to answer a question about death and decay. No matter your response, Riley is caught by the entity. Similarly, in “What’s a Family?”, if you refuse to help a lonely kitten, Riley faces the same fate.
This ending showcases the immediate danger of interacting with the tapes and the power of the entity tied to them, suggesting that Riley’s fate is sealed as soon as she starts watching.
This ending occurs when you “help” the kitten in the altered version of “Everything Rots.” After doing so, the TV turns off, and the trapdoor in the attic opens. Riley enters a white void, where the show’s theme song plays. On the other side, she finds herself in Amanda’s Butcher Shop, hanging as a sentient piece of meat, watching the butcher work.
This ending reveals that the children who disappeared into the show become part of it, transformed into living props. The butcher shop suggests a horrifying fate for those who enter Amanda’s world, trapped forever in a grotesque parody of life.
In the episode “We Can Share,” Amanda asks Riley if she can share a secret. If the player declines (by typing “No” or anything other than “Yes”), Amanda expresses disappointment, saying, “I thought you were different.” The attic then appears cleared out, with a bloody note reading “LEAVE” left behind.
This ending is relatively uneventful compared to the others, but it implies that Riley has missed some crucial information by refusing Amanda’s request. The trapdoor is open as usual, but the sense of finality is lacking, leaving questions about what might have happened if Riley had agreed to hear Amanda’s secret.
In the second outcome of “We Can Share,” if the player accepts Amanda’s request to hear her secret, she ominously says, “I’m out there. Somewhere…” The TV begins to distort, and players must throw a brick at it to stop the chaos. Afterward, the sun rises through the attic windows, symbolizing the end of the nightmarish ordeal, and the credits roll.
This ending suggests that Amanda has somehow escaped into the real world, leaving Riley to deal with the consequences. The rising sun offers a moment of peace, but Amanda’s final words leave a lingering threat.
To achieve this ending, players must collect all the secret tapes before reaching “The End.” After the sun rises, a masked figure appears behind Riley, ending the game on a cliffhanger. This figure’s identity is left ambiguous, but it hints at ongoing danger and sets up the narrative for potential future installments.
“The End?” serves as the canonical ending of Amanda the Adventurer 2, with many players speculating that the masked figure is a key character who will play a larger role in later entries.
One of the game’s major revelations is the identity of the masked figure, Joanne Cook. Joanne is the sister of Jordan Cook, one of the many children who went missing after watching the Amanda the Adventurer show. Driven by guilt and a desire to rescue her brother, Joanne sought to destroy the tapes, believing that doing so would free him. However, this led to the death of Riley’s Aunt Kate, as Joanne’s reckless actions forced Kate into a fatal car crash.
Joanne’s involvement with Hamlin’s occult activities provides further insight into the organization’s manipulation of children. Hamlin uses the tapes to place kids in a trance, making them recite strange phrases connected to demon names. This practice is part of a larger ritualistic scheme that transforms the children into characters or “living props” within the show, as seen in the “A Fateful End” scenario.
The Hamlin organization’s acquisition of Amanda the Adventurer is pivotal to the game’s lore. Initially, the show was a wholesome, local production created by Sam Colton, featuring his adopted daughter, Rebecca Colton, as Amanda. However, when Hamlin took over, they transformed the show into a tool for their occult practices. Sam eventually disappeared, and Rebecca was seemingly forced into the role of Amanda permanently, losing her identity in the process.
The tapes contain subtle references to demonic entities such as Bael, Paimon, and Balam, which children like Jordan were compelled to recite. These names are associated with demons across various cultures, and it appears that Hamlin used the show to summon and control these entities, possibly trading the souls of the children for power.
Rebecca Colton, the original Amanda, seems to be trapped within the show, her body and soul twisted by the dark forces at play. The tapes reference Rebecca’s dynamic voice recognition technology, hinting that her consciousness may have been uploaded into the AI-driven Amanda character. Her transformation into Amanda is symbolized by her growing detachment from her former self, as she begins to speak about her body feeling distant, as though it is decaying.
Amanda the Adventurer 2’s DEMO expands on the disturbing themes of the original game, introducing new characters and deepening the lore of the Hamlin organization. The multiple endings offer a mix of closure and ambiguity, leaving players to speculate about the true nature of Amanda, the fate of the missing children, and the dark forces controlling the show.
By uncovering all the endings and secret tapes, players can piece together a chilling narrative of manipulation, guilt, and supernatural horror, with Hamlin’s sinister motives lurking behind every episode of the seemingly innocent children’s show.
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