====================== AMBER: Journeys Beyond ====================== Solution by David Tanguay (dat@thinkage.on.ca) ------- General ------- This solution will present you with only those things that are needed to complete the game. There's a lot more to see in AMBER: investigate everything to get the full impact of the story. --------- The House --------- -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. ------ Maggie ------ -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. ----- Edwin ----- -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. ----- Brice ----- -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. ---- Roxy ---- -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.