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1998-06-02
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Walkthrough for Amber by Belldandy
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.