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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