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Amber: Journeys Beyond


     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.

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