Walkthrough for
Amber
The following is the walkthrough for Amber:Journeys
Beyond. Though it's not a very hard game it's easy to
miss the clues needed to advance.
The Lake
From here, where you first start, you should explore
the grounds a little. Click on everything you see and go
everywhere you can.
Once you have looked around, go to the garage and get
the crowbar or the pilar in front of you. You can go
upstairs and look at Roxy laying dead if you want though
there is nothing to up there.
With the crowbar, go to the boathouse and use it on the
wooden planks, look around inside. There isn't much to
see right now so leave and go to the front door of the
house.
Open the mailbox by the door and read the note, take
the spiral thing.
Go inside and forward up the stairs that are under the
red light. At the top, go into the office, the door in
front of you that's open. Once inside you will be
looking at a desk. Turn to your right so you are looking
at a set of stairs and a wall to the right of them.
Click on the box with the lever on the wall to turn on
the power. Go up the stairs and get the Peek device on
the table near the chair. Before you leave here be sure
to get the video tape by the computer. From there you
should explore the house. There are some hotspots that
have some cool scenes, I will try to list them all at
the bottom of the page. Be sure to read both Roxy's
diary in the bedroom desk drawer and the book in the
living room. At one point you may want to be near the
phone near the book to recieve a phone call from Roxy,
though it's not important if you miss it. Go to the
kitchen and get the weed killer from one of the
cupboards, I forget which one. While you are there, go
out the door near the cupboards and get the device
attached to the door. Once you have that go back inside
and go to the dining room. Look at the thing on the
table and put the spiral thing you got in the mailbox on
it, its hard to see where, near the top. Then turn
around and watch the video you got on the camcorder.
When it's done go to the living room and look at the
device,BAR, to the right when you first go in. Turn on
the power and set it to the following :
Level- 6
Gain- 5
Freqmod- 8
When you have done this you can proceed to place the
device you got off the kitchen door onto any doors it
will go on. You can put it on the kitchen door, the
garage(between the house and garage), the boathouse, the
balcony(I think), the bedroom door by the office that's
locked, and the bathroom door. When you put it on you
have to press the red button on top, same as when you
want to take it off. when you put it on a door the Peek
will flash, click on it to get the time it will take to
read it. It will flash again when it's done so you don't
have to sit and wait for it to finish. Be sure to keep
an eye on the Peek, it flashes several times throught
the first half. The most important one will be a video
of the bedroom, a key will float throught the air and be
placed in the desk near the bed. Go to the bedroom and
get the key. It unlocks the bedroom across the hall.
When your done with the doors go to the dining room to
the device you put the spiral thing on. click on the
headgear to put it on. From here you can follow one of
three paths though you will have to go to all them
anyway. I will start with the one inside the house. Go
upstairs to the bedroom that was locked and walk into
the glowing mirror. This will be the starting point for
the ghost Margret.
The first thing you will see here is the body of
Maggie. Look around the room but don't open the doors,
your confined to the room, sort of. Go to the dresser
and click on the boxes with the faces. After you hear
them all click on them so they say, "I miss you Maggie."
Then go to the radio and turn the dial to the right til
the picture around it becomes clear. You now should be
in the kitchen, look around, then click on the up button
on the dumbwaiter. Go back to the bedroom by way of the
radio and click on the knitting needle on the table, not
the one in the basket. When it's in the dumbwaiter go
back to the kitchen and press the down button. Click on
the needle so it goes on the radio. This opens the
dining room. Go there by way of the radio, it's between
the kitchen and the bedroom. Look at everything,
especially the clock. Open one of the doors and then
close it when the static runs inside. Check the time.
The door to the right of the radio moves the clock 15
minutes and the one to the left, at the end of the
table, moves it 30 minutes. Keep opening the doors until
the clock is at 7 o' clock. Go to the radio and turn it
to 129.8 to gain access to the den. Don't worry about
being accurate with the station setting, it will clear
when you get to the room. Look around again and tip over
the trach can. You now have to slide the tiles of the
note so it reads that her husband was killed.
When you have finished that one you will be brought
back to the bedroom. You will then have to turn the
power back on again. The Peek will then flash, it will
do this everytime you finish one. Go outside by way of
the kitchen door and turn around so you are facing the
way of the garage. Walk forward as far as you can, just
past the turn that takes you between the garage and
house. Turn right and go forward til you are looking at
some leaves. click on the weed killer you got from the
kitchen and follow the path to the gazeebo where you
will be taken to the second ghost, Brice.
From where you start, look around the greenhouse. You
can look into the keyhole of the door to the house.
Leave the greenhouse and follow the path through the
weeds. You don't have to listen to the bees but you can
if you wish, its hard to hear what they are saying
anyway. from there follow the path so you come out at
what looks like a weird fountain with small trees around
it. Walk around til you come to the shed door. Go inside
and turn around so the door closes you in. Turn around
and go the back, near the rake, and look down at the
sliding panel with the holes. click on the hole and
notice what you see. Go outside and to the side where
the holes are. Move the pot near the holes so the mirror
is facing you, then turn around and move the pot near
the front corner so it's facing away from you( if this
doesnt work move this pot the other way). Go back inside
the shed, closing the door again, and go to the holes
again. You should see a window of the house with
cardboard in four window panes with a nice, and blunt,
message. Take note of the pattern the message is
arranged. Leave the shed and go back to where the bees
are. Follow the path to the right side of the screen. In
this part you will find a bench with a wooden heart
nailed to it. There isn't any real stratgey to this that
I know of. The object is to move the nails so they are
all in the middle. You can push them in the whole way,
out to the middle and out the whole way. The one on the
left moves the one on the right, the one on the right
moves the one on the bottom and that one moves the left
one. When you finally get that you will be given the
combo for the tree. Go there by following the oly other
path where the bench is. When you get to the tree, go
around to the back and push the red button. Go up into
the gazeebo and look down at the grate. use the combo to
open this and go inside. Look around to discover that he
is a UFO maniac. If you are facing the ladder, turn to
the right and go to the door. Click on the white flag by
the door and raise it by click on the same side of the
rope it's attached to. Look down at the paint, then
bring the flag down by clicking on the other side of the
rope. It should be dragged through the paint and then
raised as a red flag. You may need to back out of this
screen. Click on the wooden looking panel beside the
door until it opens and shows six buttons. Enter the
buttons in the order the window pane message appeared(
I'm not sure if this changes). Press the first two on
the top row and the last two on the bottom. Cllick on
the button above the panel and open the door. This will
end Brice and bring you back to the house where you will
once again have to turn on the power. You can only turn
it on by going in the front door.
After the power is back on, go down to the lake and
into the boathouse where you will find the final ghost,
Edwin.
This one is a bit tricky, you will have to make sure
you dont trun the wrong way. You will turn and move
forward at an angle if you don't have the cursor in the
right place for turning left or right without moving.
Usually it's at the far side of the screen near the
bottom.
From where you start locate the puppet in the ice ahead
of you, you wont be able to pull him out at this time
though you can try. Turn left and go forward until you
come to the edge of the lake, the cursor will tell you
that you can go forward but you will only be blown back
onto the ice. Follow the edge around the lake til you
come to either the boathouse or the windmill. If you
come to the windmill first, turn the lever so it comes
on. Then go to the boathouse. There you will need to
turn the crank at the back wall, you have to look down.
Turn it clockwise twice to lower the weight. Go to the
weight and click on it so it pushes the rock salt out
the window. Walk around the boathouse to the back. Go up
to the roof and turn the weather vane so it points west.
Climb down and click at the corner of the boathouse
where the arrow appears at an angle. Walk forward to the
boat and get in, pull the rope and notice the boat move
over the hole in the ice. Go back to the boathouse and
turn the weather vane so it's pointing east. Go back to
the boat and pull the rope again so it goes back to
where it was. Look at the hole the rope from the boat
leads to. Notice the teddy bear. Go to the place where
the puppet was, it might be easier to back to the
boathouse and walk froward from there, and jump into the
water. Click on the rubber duck to bring the car up. You
can turn around to see the puppet behind you. Get into
the car and click on the windshield. Turn left and right
to notice the three paths. Make sure to go down the
middle one. At the intersection, go forward again. This
will bring you to a castle where the puppet will get out
and tell you to bring the bear. You will be brought back
to where you started in the car. Go down the path on the
left and at the intersection, go forward again. You will
know if you did this right because you will jump over a
break in the path. You will pick up the bear
automatically and go to the castle. The rest will finish
itself and you will be brought back.
Go to the house and turn on the power again, this time
you get a surprise. Listen to what the angel says and
when you are brought back go to the computer and turn it
on. Enter the password the angel gave you, Wisdom. The
first thing you have to do is click on the proper
sequence so the stars at the left stop spinning by using
the buttons on the right. When this is done you need to
align the three rows of symbols, this is fairly easy.
When you do this click on the headgear you are wearing
to take it off. Go to the garage and click on Roxy until
you are as close as you can get. Click on the headgear
you have and put it on hers. Then sit back and watch the
ending.
Hotspots: note, all but the last one requires that you
are not wearing the headgear.
After opening the boathouse turn to look out into the
lake, then down into the water.
Using the weedkiller right away and going to the
gazeebo, in it you will also see a meteor as you turn
around.
On the stairs going to the office.
The television in Roxy's bedroom.
The mirror in the bathroom. You can also flush the
toilet though it does nothing more.
In the dining room, if you come in from the kitchen, on
the wall at the top right.
The mirror in Margret's bedroom.
At certian points you will see ripples in the air and
hear laughing.
Created December 30, 1996
Amber:Journeys Beyond is a copyright of Graphic
Simulations.
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