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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