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Solution for Amber: Journeys Beyond


1. Рокси (Начало) На озере.

Осмотритесь вокруг.  Идите потом наверх, в гараж, и возьмите там лом, вися-
щий на столбе перед вами.  Можете подняться по лестнице, и полюбоваться  на
Рокси.

Возвращайтесь к дому у озера, и, при помощи лома, оторвите доски,  прибитые
к дверям. Внутри этого сарая сейчас ничего нет, поэтому не стоит здесь дол-
го задерживаться.  Идите ко входу в дом наверху. Рядом с дверью есть почто-
вый ящик.  Залезьте в него, откройте коробку, прочтите  письмо  и  возьмите
спиральную штуковину.

Заходите в дом и идите на красный свет.  Поднимитесь по лестнице на  второй
этаж, войдите в комнату с открытой дверью.  Это кабинет Рокси. Справа  есть
рубильник, который необходимо врубить.  Он находится  на  стене  справа  от
лестницы, ведущей наверх. После того, как зажегся свет, поднимитесь по этой
лестнице, и заметьте Peek, лежащий на столике.  Его следует взять. Спускай-
тесь вниз и побегайте по комнате.  Рядом с компьютером есть видеокассета  с
необходимой информацией. Возьмите ее. В одном из ящиков стола есть инструк-
ция по пользованию неким прибором ЛДА (BAR). Прочтите ее очень внимательно.

Теперь настала пора исследовать дом. Самое главное - суйте нос во все дыры,
дергайте все ручки, и читайте все, что  можно  прочитать.  В  спальне  есть
дневник снов (в ящике тумбочки слева от кровати).  В шкафу установлен теле-
визор (где ж ему еще-то стоять?), который покажет вам интересное  кино.  Не
стоит огорчаться результатом - в конце концов, это всего лишь игра... Может
быть...

В боьшой комнате (где много диванов), на стеклянном столике, лежит интерес-
ная книга. Ее стоит прочесть для дальнейшего понимания игры. (Страниц в ней
немного, кроме того, половина еще и вырвана.) Рядом лежит телефон (наверное
сотовый, так как приемника в доме нет).  Кстати, звонить по нему  куда-либо
бесполезно. Однажды только вам позвонит Рокси (с того света). Если неуспели
добежать до телефона - неважно. Толку от него, как от полена.
                                        
Идите в комнату напротив (гостинную).  На столе находится прибор. При  бли-
жайшем рассмотрении можно заметить, что спиральная штука  идеально  в  него
втыкается.

В следующей комнате есть видеокамера.  Суньте в нее видеокассету, и посмот-
рите кино.  В одном из шкафов лежит средство от  сорняков,  очень  полезная
штука. Возьмите его.

Идите к двери, откройте ее и попадите на кухню.  Одна из  дверей  ведет  на
улицу.  Откройте ее, посмотрите на ручку, и снимите устройство, висящее  на
ней. Теперь у вас есть сканер.

Снова идите в большую комнату. Слева от входа есть прибор под названием ЛДА
(BAR). Включите его, и установите его параметры, как указывалось в инструк-
ции, которую вы нашли в кабинете Рокси

•Уровень - 6 •Усиление - 5 •Модуляция - 8

Теперь вы можете устанавливать сканер на все  дверные  ручки,  которые  ему
подходят. Нажмите на красную кнопку на нем. Peek замигает, и радостно сооб-
щит об обнаружении Звукового Следа (Tonal Residue)/ Через  некоторое  время
он его расшифрует, и вы можете прослушать его.

Кроме того Peek будет мигать каждый раз, когда  будет  обнаружена  паранор-
мальная активность.  В этом случае вы сможете поглядеть на то, что происхо-
дит.  Однажды вам покажут спальню, и дух, который вылетает  из  телевизора,
превращается в ключ, и падает в ящик тумбочке.  Возьмите  ключ  при  первой
удобной возможности.

Он откроет запертую дверь на втором этаже справа от ванны.

Теперь самое время нацепить на себя АМБЕР.  Идите в гостинную,  и  возьмите
прибор со стола. Наденьте его. Теперь вам доступны потусторонние миры. Вход
в один из них находится в комнате с плакатом "Гитлер капут",  другой  -  на
озере, третий - в беседке.

2. Маргарет.

Идите в комнату с плакатами (ее еще  кровью  заливало).  Наденьте  на  себя
шлем, если он еще не надет. Войдите в зеркало. Поздравляю! Теперь вы в мире
призрака Маргарет.

Посмотрите на ее тело, распростертое у ваших ног.  Слева в голове можно за-
метить дырку от выстрела. Все говорит о том, что бедная Мэгги застрелилась.

Теперь оглянитесь вокруг, и посмотрите на комод.  На  нем  лежит  5  масок.
Потыкайтесь в них и сочините фразу "Ты мне нужна, Мэгги."  Теперь  идите  к
радиоприемнику.  Покрутите ручку, пока картинка не станет четкой. Это будет
кухня.  Поглядите на кнопки. Они управляют кухонным лифтом. Одна из них на-
жимается, при этом лифт уезжает.  Ура. Теперь идите  в  комнату  Марграрет,
опять же при помощи радио. Поглядите на столик, где радио стоит. На нем ле-
жит спица для вязания.  Ткните ее, она  зашвырнется  в  лифт,  который  уже
приехал.

Возвращайтесь на кухню, и спустите лифт обратно.  Снова ткните  спицу.  Она
подлетит и воткнется в приемник.  Теперь его можно настроить на  гостинную.
Побегайте по комнате, и потычтесь, куда можно.  Особенно обратите  внимание
на часы.  Они в деревянной коробке рядом с открыткой, на  столе  посредине.
Подойдите к двери, и откройте ее.  Пойдет  глюк.  Когда  вам  это  надоест,
щелкните мышкой, двери закроются, и глюк исчезнет. Поглядите на часы. Время
сдвинулось. Дверь справа от радио двигает часы на 15 минут, большие двери -
на 30 минут.  Установите таким образом часы на семь часов. Теперь  приемник
можно настроить на новую волну, 129.8. Вы в новой комнате.  Оглядитесь вок-
руг, подойдите к мусорному ведру, и толкните его.  Поглядите на  обрывки  и
соберите из ни телеграмму.  Прочтите ее. Теперь Мэгги  знает,  что  муж  ее
умер, и ждать его не следует.

Когда очнетесь, включите свет. Все, можно идти к другому привидению.

3. Брайс

Идите на улицу через кухню, развернитесь, и идите вперед, пока не упретесь.
Повернитесь направо, и поглядите на дерево.  Подействуйте на него средством
от сорняков.  Откроется новая дорожка, и вы попадете в новое  место.  Здесь
стоит беседка, в которой обитает еще один дух, Брайс. Войдите в потусторон-
ний мир.  Теперь тут все цветное и зеленое. Оглядитесь вокруг,  выйдите  из
дома и идите по тропинке.  Можете послушать пчел, они  расскажут  вам  свою
идеологию. Идите дальше, пока не наткнетесь на подобие фонтана, окруженного
небольшимим деревьями.  Обогните его, пока не подойдете  к  двери.  Войдите
внутрь, и повернитесь, чтобы дверь закрылась.  Подайте назад, и возле  гра-
бель посмотрите вниз на доску с дырками.  Ткнитесь в дырку.  Идите  наружу,
подойдите к дыркам.  Пододвиньте горшок к дыркам. Теперь зеркало смотрит на
вас.  Повернитесь, и сдвиньте горшок к переднему углу. Зеркало не должно на
вас смотреть.  Снова войдите внутрь, закройте дверь, и идите к дыркам. Уви-
дите окно в доме и посмотрите на надпись.  Идите наружу, к пчелам. Идите по
тропинке на правую  сторону  экрана.  Здесь  стоит  скамейка  с  деревянным
сердцем, в которое воткнуты гвозди.  Сложными манипуляциями добейтесь того,
чтобы все гвозди оказались в середине.  У вас есть шифр. Вам откроется  еще
один путь.  Когда дойдете до дерева, обойдите его,  и  нажмите  на  красную
кнопку. Поднимитесь в беседку. Посмотрите вниз, используйте шифр. Окажетесь
в потайном месте.  Оглянитесь вокруг: похоже, Брайс помешался на НЛО.  Если
вы стоите перед лестницей, поверните направо и идите к  двери.  Ткнитесь  в
белый флаг и дерните за веревку, чтобы поднять его.  Посмотрите вниз на ри-
сунок, потом спустите флаг.  Он опустится вниз, и  поднимет  красный  флаг.
Найдите панель, похожую на доску.  Дерните ее, чтобы она открылась. Есть  6
кнопок. Нажимайте кнопки в последовательности, как появлялась надпись в ок-
не.  Нажмите на кнопку над панелью и откройте дверь. Все, Брайсу хана, а вы
снова очутились в доме у Рокси.

3. Эдвин.

В озере обитает еще один дух, Эдвин. Заходите в сарай на берегу, он отнесет
вас в потусторонний мир.  Идите прямо, пока не наткнетесь на куклу.  Попро-
буйте достать его. Когда вам надоест, найдите домик на берегу озера. Войди-
те в него.  Идите до стенки, посмотрите на лебедку. Крутите ее до упора  по
часовой стрелке. Идите к блоку, висящему над столом. Ткните его, он вынесет
каменную соль на лед.  Идите наружу, за дом, заберитесь наверх и  поверните
флюгер так, чтобы он показывал на запад. Спуститесь вниз, и ткните угол до-
ма, где стрелка под углом. Идите прямо к лодке, дерните веревку, и обратите
внимание, что лодка находится над прорубью. Идите обратно в дом, и поверни-
те флюгер на восток.  Идите обратно к лодке, и дерните веревку снова, чтобы
она на место возвратилась. Посмотрите в прорубь. Внизу сидит медведь. Идите
к месту, где была кукла, и прыгайте в воду.  Потрогайте резинового  утенка,
чтобы машина приехала. Садитесь в нее, и протрите лобовое стекло. Поверните
налево, и выберите путь посередине.  На пересечении снова  езжайте  вперед.
Так доберетесь до замка, и кукла потребует медведя.  Вы окажетесь там,  где
начали кататься на машине. Езжайте по левому пути, и на пересечении езжайте
прямо. Если все нормально, вы немного "полетаете", и попадете к медведю. Он
сам к вам залезет. Довезите его до замка. Все, Эдвин ушел в мир иной...

4. Рокси (Окончание)

Идите в дом и включите свет.  Вам явится Электрический Ангел. Слушайте вни-
мательно, что он вам скажет.  Идите к компьютеру, включите его  и  наберите
пароль "WISDOM".  Сначала вам нужно остановить вращение  звезд  слева,  ис-
пользуя кнопки справа.  Потом вы должны подогнать 3 столбца символов. После
этого снимите шлем, идите в гараж и подойдите поближе  к  Рокси,  насколько
это возможно. Оденьте на нее свой шлем. Все, телемаркет. Смотрите финальный
мультик.

1998 c Фаргус Online.





1. Рокси (Начало) На озере.

Осмотритесь вокруг.  Идите потом наверх, в гараж, и возьмите там лом, вися-
щий на столбе перед вами.  Можете подняться по лестнице, и полюбоваться  на
Рокси.

Возвращайтесь к дому у озера, и, при помощи лома, оторвите доски,  прибитые
к дверям. Внутри этого сарая сейчас ничего нет, поэтому не стоит здесь дол-
го задерживаться.  Идите ко входу в дом наверху. Рядом с дверью есть почто-
вый ящик.  Залезьте в него, откройте коробку, прочтите  письмо  и  возьмите
спиральную штуковину.

Заходите в дом и идите на красный свет.  Поднимитесь по лестнице на  второй
этаж, войдите в комнату с открытой дверью.  Это кабинет Рокси. Справа  есть
рубильник, который необходимо врубить.  Он находится  на  стене  справа  от
лестницы, ведущей наверх. После того, как зажегся свет, поднимитесь по этой
лестнице, и заметьте Peek, лежащий на столике.  Его следует взять. Спускай-
тесь вниз и побегайте по комнате.  Рядом с компьютером есть видеокассета  с
необходимой информацией. Возьмите ее. В одном из ящиков стола есть инструк-
ция по пользованию неким прибором ЛДА (BAR). Прочтите ее очень внимательно.

Теперь настала пора исследовать дом. Самое главное - суйте нос во все дыры,
дергайте все ручки, и читайте все, что  можно  прочитать.  В  спальне  есть
дневник снов (в ящике тумбочки слева от кровати).  В шкафу установлен теле-
визор (где ж ему еще-то стоять?), который покажет вам интересное  кино.  Не
стоит огорчаться результатом - в конце концов, это всего лишь игра... Может
быть...

В боьшой комнате (где много диванов), на стеклянном столике, лежит интерес-
ная книга. Ее стоит прочесть для дальнейшего понимания игры. (Страниц в ней
немного, кроме того, половина еще и вырвана.) Рядом лежит телефон (наверное
сотовый, так как приемника в доме нет).  Кстати, звонить по нему  куда-либо
бесполезно. Однажды только вам позвонит Рокси (с того света). Если неуспели
добежать до телефона - неважно. Толку от него, как от полена.
                                        
Идите в комнату напротив (гостинную).  На столе находится прибор. При  бли-
жайшем рассмотрении можно заметить, что спиральная штука  идеально  в  него
втыкается.

В следующей комнате есть видеокамера.  Суньте в нее видеокассету, и посмот-
рите кино.  В одном из шкафов лежит средство от  сорняков,  очень  полезная
штука. Возьмите его.

Идите к двери, откройте ее и попадите на кухню.  Одна из  дверей  ведет  на
улицу.  Откройте ее, посмотрите на ручку, и снимите устройство, висящее  на
ней. Теперь у вас есть сканер.

Снова идите в большую комнату. Слева от входа есть прибор под названием ЛДА
(BAR). Включите его, и установите его параметры, как указывалось в инструк-
ции, которую вы нашли в кабинете Рокси

•Уровень - 6 •Усиление - 5 •Модуляция - 8

Теперь вы можете устанавливать сканер на все  дверные  ручки,  которые  ему
подходят. Нажмите на красную кнопку на нем. Peek замигает, и радостно сооб-
щит об обнаружении Звукового Следа (Tonal Residue)/ Через  некоторое  время
он его расшифрует, и вы можете прослушать его.

Кроме того Peek будет мигать каждый раз, когда  будет  обнаружена  паранор-
мальная активность.  В этом случае вы сможете поглядеть на то, что происхо-
дит.  Однажды вам покажут спальню, и дух, который вылетает  из  телевизора,
превращается в ключ, и падает в ящик тумбочке.  Возьмите  ключ  при  первой
удобной возможности.

Он откроет запертую дверь на втором этаже справа от ванны.

Теперь самое время нацепить на себя АМБЕР.  Идите в гостинную,  и  возьмите
прибор со стола. Наденьте его. Теперь вам доступны потусторонние миры. Вход
в один из них находится в комнате с плакатом "Гитлер капут",  другой  -  на
озере, третий - в беседке.

2. Маргарет.

Идите в комнату с плакатами (ее еще  кровью  заливало).  Наденьте  на  себя
шлем, если он еще не надет. Войдите в зеркало. Поздравляю! Теперь вы в мире
призрака Маргарет.

Посмотрите на ее тело, распростертое у ваших ног.  Слева в голове можно за-
метить дырку от выстрела. Все говорит о том, что бедная Мэгги застрелилась.

Теперь оглянитесь вокруг, и посмотрите на комод.  На  нем  лежит  5  масок.
Потыкайтесь в них и сочините фразу "Ты мне нужна, Мэгги."  Теперь  идите  к
радиоприемнику.  Покрутите ручку, пока картинка не станет четкой. Это будет
кухня.  Поглядите на кнопки. Они управляют кухонным лифтом. Одна из них на-
жимается, при этом лифт уезжает.  Ура. Теперь идите  в  комнату  Марграрет,
опять же при помощи радио. Поглядите на столик, где радио стоит. На нем ле-
жит спица для вязания.  Ткните ее, она  зашвырнется  в  лифт,  который  уже
приехал.

Возвращайтесь на кухню, и спустите лифт обратно.  Снова ткните  спицу.  Она
подлетит и воткнется в приемник.  Теперь его можно настроить на  гостинную.
Побегайте по комнате, и потычтесь, куда можно.  Особенно обратите  внимание
на часы.  Они в деревянной коробке рядом с открыткой, на  столе  посредине.
Подойдите к двери, и откройте ее.  Пойдет  глюк.  Когда  вам  это  надоест,
щелкните мышкой, двери закроются, и глюк исчезнет. Поглядите на часы. Время
сдвинулось. Дверь справа от радио двигает часы на 15 минут, большие двери -
на 30 минут.  Установите таким образом часы на семь часов. Теперь  приемник
можно настроить на новую волну, 129.8. Вы в новой комнате.  Оглядитесь вок-
руг, подойдите к мусорному ведру, и толкните его.  Поглядите на  обрывки  и
соберите из ни телеграмму.  Прочтите ее. Теперь Мэгги  знает,  что  муж  ее
умер, и ждать его не следует.

Когда очнетесь, включите свет. Все, можно идти к другому привидению.

3. Брайс

Идите на улицу через кухню, развернитесь, и идите вперед, пока не упретесь.
Повернитесь направо, и поглядите на дерево.  Подействуйте на него средством
от сорняков.  Откроется новая дорожка, и вы попадете в новое  место.  Здесь
стоит беседка, в которой обитает еще один дух, Брайс. Войдите в потусторон-
ний мир.  Теперь тут все цветное и зеленое. Оглядитесь вокруг,  выйдите  из
дома и идите по тропинке.  Можете послушать пчел, они  расскажут  вам  свою
идеологию. Идите дальше, пока не наткнетесь на подобие фонтана, окруженного
небольшимим деревьями.  Обогните его, пока не подойдете  к  двери.  Войдите
внутрь, и повернитесь, чтобы дверь закрылась.  Подайте назад, и возле  гра-
бель посмотрите вниз на доску с дырками.  Ткнитесь в дырку.  Идите  наружу,
подойдите к дыркам.  Пододвиньте горшок к дыркам. Теперь зеркало смотрит на
вас.  Повернитесь, и сдвиньте горшок к переднему углу. Зеркало не должно на
вас смотреть.  Снова войдите внутрь, закройте дверь, и идите к дыркам. Уви-
дите окно в доме и посмотрите на надпись.  Идите наружу, к пчелам. Идите по
тропинке на правую  сторону  экрана.  Здесь  стоит  скамейка  с  деревянным
сердцем, в которое воткнуты гвозди.  Сложными манипуляциями добейтесь того,
чтобы все гвозди оказались в середине.  У вас есть шифр. Вам откроется  еще
один путь.  Когда дойдете до дерева, обойдите его,  и  нажмите  на  красную
кнопку. Поднимитесь в беседку. Посмотрите вниз, используйте шифр. Окажетесь
в потайном месте.  Оглянитесь вокруг: похоже, Брайс помешался на НЛО.  Если
вы стоите перед лестницей, поверните направо и идите к  двери.  Ткнитесь  в
белый флаг и дерните за веревку, чтобы поднять его.  Посмотрите вниз на ри-
сунок, потом спустите флаг.  Он опустится вниз, и  поднимет  красный  флаг.
Найдите панель, похожую на доску.  Дерните ее, чтобы она открылась. Есть  6
кнопок. Нажимайте кнопки в последовательности, как появлялась надпись в ок-
не.  Нажмите на кнопку над панелью и откройте дверь. Все, Брайсу хана, а вы
снова очутились в доме у Рокси.

3. Эдвин.

В озере обитает еще один дух, Эдвин. Заходите в сарай на берегу, он отнесет
вас в потусторонний мир.  Идите прямо, пока не наткнетесь на куклу.  Попро-
буйте достать его. Когда вам надоест, найдите домик на берегу озера. Войди-
те в него.  Идите до стенки, посмотрите на лебедку. Крутите ее до упора  по
часовой стрелке. Идите к блоку, висящему над столом. Ткните его, он вынесет
каменную соль на лед.  Идите наружу, за дом, заберитесь наверх и  поверните
флюгер так, чтобы он показывал на запад. Спуститесь вниз, и ткните угол до-
ма, где стрелка под углом. Идите прямо к лодке, дерните веревку, и обратите
внимание, что лодка находится над прорубью. Идите обратно в дом, и поверни-
те флюгер на восток.  Идите обратно к лодке, и дерните веревку снова, чтобы
она на место возвратилась. Посмотрите в прорубь. Внизу сидит медведь. Идите
к месту, где была кукла, и прыгайте в воду.  Потрогайте резинового  утенка,
чтобы машина приехала. Садитесь в нее, и протрите лобовое стекло. Поверните
налево, и выберите путь посередине.  На пересечении снова  езжайте  вперед.
Так доберетесь до замка, и кукла потребует медведя.  Вы окажетесь там,  где
начали кататься на машине. Езжайте по левому пути, и на пересечении езжайте
прямо. Если все нормально, вы немного "полетаете", и попадете к медведю. Он
сам к вам залезет. Довезите его до замка. Все, Эдвин ушел в мир иной...

4. Рокси (Окончание)

Идите в дом и включите свет.  Вам явится Электрический Ангел. Слушайте вни-
мательно, что он вам скажет.  Идите к компьютеру, включите его  и  наберите
пароль "WISDOM".  Сначала вам нужно остановить вращение  звезд  слева,  ис-
пользуя кнопки справа.  Потом вы должны подогнать 3 столбца символов. После
этого снимите шлем, идите в гараж и подойдите поближе  к  Рокси,  насколько
это возможно. Оденьте на нее свой шлем. Все, телемаркет. Смотрите финальный
мультик.

1998 c Фаргус Online.



Top of page | 



Solution for Amber: Journeys Beyond


  * Beginning
  * 1940s
  * Gazebo
  * Frozen Lake
  * Ending

Beginning

Explore your surroundings and find the garage. Enter the garage and get the
crowbar hanging on one of the support beams. Up the stairs is Roxy, passed
out.

Go to the boathouse by the lake and use the crowbar on the wooden boards
across the front of the boathouse.

Go to the front door of the house.

Open the mailbox to the right of the door. Read the note and take the
oscillator inside.

Open the front door and go inside. It will be dark, so you'll need to locate
the power switch. Go forward to the staircase and turn left and ascend the
stairs. Once on top of the stairway, locate the open door which leads into the
office. Go inside the office. Turn to the right and you'll faintly see a
switch on the far wall. Flip the switch.

Explore the office. Go up stairs to a end table and get the Peek device.
Examine the computer and find the video tape. Also, examine Roxy's desk and
find the instructions on how to work the devices you'll find in the house.

With the lights now on, explore the house. You'll definitely want to read
Roxy's diary, which is in the left table beside her bed. Also, there is a book
of interest in the living room downstairs.

Find the dining room and examine the cabinets. Open them all and you'll find
the weed killer. On top of the cabinets is the video camera. Use the tape on
the camera to watch what Roxy has been up to.
                                        
Enter the kitchen and go out the backdoor. Attached to the knob on the outside
part of the door is a device you'll need that tracks paranormal echos.

Across from the living room is an area which contains a generator and strange
machine. Use the oscillator on the oscillator-shaped hole in the machine. Go
to the living room.

Find the device on a table in the rear of the room. Examine it closely.

Turn the power on and use the following settings:


  * Level - 6
  * Gain - 5
  * Frequency - 8

Ok, you can now begin searching the house for paranormal activity. Usethe
device you found on the kitchen door outside doorknob on ALL possible doors
(front and back), which include the kitchen door, garage door, boathouse,
bathroom, locked bedroom door. To use it, just place it on the door knob and
push the red button. If it stops immediately, there is no paranormal activity
detected. Your PEEK device will flash in your inventory, check it out when it
does. If the doorknob device continues to move, you'll have to wait a few
minutes for it to isolate the paranormal echo.

During all of this, the cameras set up around the house will start to pick up
strange activity and ghosts and stuff. Eventually you will see a movie
sequence of a key being placed in Roxy's nightstand table. Use the key on the
locked bedroom door.

You are now ready to embark on your paranormal journey. Go downstairs to the
strange machine in the generator room. It will expand and you'll be able to
put on the device.

Although you can do these in any order for purposes of the walkthrough, I will
just follow the following order: Maggie, Brice, Edwin. Go upstairs to the
formerly locked bedroom and notice the spooky mirror. Click on the spooky
mirror.

Maggie - 1940s

Go to the dresser and examine the boxes. Click on them and you'll eventually
figure out that you can say the phrase "I miss you Maggie." Find the radio on
the far table.

Move the knob to the right and the surroundings will get all static. Keep
going until it comes into focus. You are now in the kitchen.

Examine the dumbwaiter. Click the up button on the dumbwaiter. Turn the radio
knob to the left till you are back in the bedroom.

Click on the knitting needle on the table and it will be placed in the
dumbwaiter. Go back to the kitchen.

click on the needle and it will go onto the radio. You now have access to
another location, the dining room. Move the knob in between the kitchen and
the bedroom location to find the dining room. Find the clock on the dining
room table.

You need to move the clock so it becomes 7 o'clock. To do this, you must open
and close the doors. The door to the right of the radio moves the clock 15
minutes and the one of the left movies it 30 minutes. Once you have turned the
clock to 7 o'clock, turn the radio station to 129.8. You will now have access
to the den area.

Examine the trash can. Solve the slider puzzle to learn Maggie's husband's
fate.

This will now take you back to the real world. The lights will be out again,
so you'll need to find the office and turn the power back on. Go outside the
house and go toward the garage. To the left and behind the garage is a clump
of weeds. Use the weed killer on the weeds to open a pathway. Follow the
pathway to the gazebo, where you will take your second journey.

Brice - Gazebo

Check out the greenhouse, which contains the hanging Brice and an interesting
keyhole. Leave the greenhouse and follow the path which lies to the left. The
bees will talk to you but don't provide any clues or insight unless you can
figure out what they are saying.

Follow the path and you'll arrive at a fountain surrounded by bushes. Walk
around behind the fountain to find the tool shed. Open the tool shed and walk
inside. Close the door behind you, making it nice and dark. Go to the far end
of the shed and look near the rake, you'll see a peephole with a sliding
mechanism. Click on the hole to look through. Go back outside.

Go to the other side of the shed, where the holes are. You'll need to align
this pot and the pot at the front of the fountain so you can see a new view.
Go back inside the shed to check your new view. If you did it correctly, you
should see a window pane formation with a note. Take notice of the pattern the
note makes in the window. Leave the shed and return to the bees.

Go to the path to the right of the screen till you find a bench with a heart
on top. Examine the heart. You'll need to move the nails until they are all in
the middle. Once you have solved this puzzle, you receive a combination which
opens a location inside the gazebo.

Follow the path by the bench (not the way you came) which leads you to the
gazebo. Go to the back of the gazebo and press the button. Go inside the
gazebo and look down at the grate. Use the combination from the heart on the
lock. Go underground. Look around. Find the white flag. Click on the rope
which the flag is on. Click now on the other side. You should now have raised
a newly painted red flag. Examine the door, and the buttons which lie beside
it.

Enter the pattern from the window into the buttons. Click on the button above
the panel which opens the door. You have now finished Brice's area and you
will once again be taken back to the real world. Power is once again off, so
once inside the house you will need to turn the power back on.

Now, travel down to the boathouse to go on your third and final journey.

Edwin - Frozen Lake

Explore your surroundings. Find the puppet trapped in the ice. You'll need to
find a way to get him out.

Explore the frozen lake some more and locate the windmill. Turn the lever so
it is activated. Find the boathouse.

Enter the boathouse and turn the crank on the backwall. Turn it clockwise
twice, which lowers a pulley. Look at the pulley and clock on it. It will bump
out a bag of rock salt onto the lake, which will conveniently release the
puppet. Exit the boathouse.

Walk to the rear of the boathouse and climb up the side. Examine the weather
vane. Turn the vane until it is facing WEST.

Explore the frozen lake and find the boat. Get into the boat and pull the
rope. The wind will move the boat to a hole in the ice. Return to the
boathouse and turn the weather vane again so it is pointing EAST. Go inside
the boat and pull the rope again which moves the boat to its original
location. Walk to the hole in the ice and notice the teddy bear.

Return to where you found Chippy, the puppet. Click the hole in the ice and
you will jump into the water. Click on the rubber duck, which brings up the
car. Click on the car. Click on the windshield to clear it up. Go forward in
the car, down the middle path. You'll go down the rollercoaster and reach an
intersection. Go forward which will take you to a castle. Chippy will get out
and tell you to bring him the bear. You'll begin anew in the car.

Go down the left path. Once at the intersection, go down the middle path.
You'll be able to automatically snag the bear and reach the castle. You have
finished the frozen lake.

Ending

Return to the house and turn on the power. An appiration will greet you and
tell you the password to Roxy's computer: Wisdom. Solve the puzzle on the
computer by clicking on the correct sequence of buttons on the right side,
which stops the left stars from spinning. Next, align the three rows of
symbols. Click on the your headgear to remove it. Go to Roxy in the garage and
use the headgear on her. You will automatically be moved from the garage and
watch the ending.

The End

Doug Radcliffe (01/05/97)





  * Beginning
  * 1940s
  * Gazebo
  * Frozen Lake
  * Ending

Beginning

Explore your surroundings and find the garage. Enter the garage and get the
crowbar hanging on one of the support beams. Up the stairs is Roxy, passed
out.

Go to the boathouse by the lake and use the crowbar on the wooden boards
across the front of the boathouse.

Go to the front door of the house.

Open the mailbox to the right of the door. Read the note and take the
oscillator inside.

Open the front door and go inside. It will be dark, so you'll need to locate
the power switch. Go forward to the staircase and turn left and ascend the
stairs. Once on top of the stairway, locate the open door which leads into the
office. Go inside the office. Turn to the right and you'll faintly see a
switch on the far wall. Flip the switch.

Explore the office. Go up stairs to a end table and get the Peek device.
Examine the computer and find the video tape. Also, examine Roxy's desk and
find the instructions on how to work the devices you'll find in the house.

With the lights now on, explore the house. You'll definitely want to read
Roxy's diary, which is in the left table beside her bed. Also, there is a book
of interest in the living room downstairs.

Find the dining room and examine the cabinets. Open them all and you'll find
the weed killer. On top of the cabinets is the video camera. Use the tape on
the camera to watch what Roxy has been up to.
                                        
Enter the kitchen and go out the backdoor. Attached to the knob on the outside
part of the door is a device you'll need that tracks paranormal echos.

Across from the living room is an area which contains a generator and strange
machine. Use the oscillator on the oscillator-shaped hole in the machine. Go
to the living room.

Find the device on a table in the rear of the room. Examine it closely.

Turn the power on and use the following settings:


  * Level - 6
  * Gain - 5
  * Frequency - 8

Ok, you can now begin searching the house for paranormal activity. Usethe
device you found on the kitchen door outside doorknob on ALL possible doors
(front and back), which include the kitchen door, garage door, boathouse,
bathroom, locked bedroom door. To use it, just place it on the door knob and
push the red button. If it stops immediately, there is no paranormal activity
detected. Your PEEK device will flash in your inventory, check it out when it
does. If the doorknob device continues to move, you'll have to wait a few
minutes for it to isolate the paranormal echo.

During all of this, the cameras set up around the house will start to pick up
strange activity and ghosts and stuff. Eventually you will see a movie
sequence of a key being placed in Roxy's nightstand table. Use the key on the
locked bedroom door.

You are now ready to embark on your paranormal journey. Go downstairs to the
strange machine in the generator room. It will expand and you'll be able to
put on the device.

Although you can do these in any order for purposes of the walkthrough, I will
just follow the following order: Maggie, Brice, Edwin. Go upstairs to the
formerly locked bedroom and notice the spooky mirror. Click on the spooky
mirror.

Maggie - 1940s

Go to the dresser and examine the boxes. Click on them and you'll eventually
figure out that you can say the phrase "I miss you Maggie." Find the radio on
the far table.

Move the knob to the right and the surroundings will get all static. Keep
going until it comes into focus. You are now in the kitchen.

Examine the dumbwaiter. Click the up button on the dumbwaiter. Turn the radio
knob to the left till you are back in the bedroom.

Click on the knitting needle on the table and it will be placed in the
dumbwaiter. Go back to the kitchen.

click on the needle and it will go onto the radio. You now have access to
another location, the dining room. Move the knob in between the kitchen and
the bedroom location to find the dining room. Find the clock on the dining
room table.

You need to move the clock so it becomes 7 o'clock. To do this, you must open
and close the doors. The door to the right of the radio moves the clock 15
minutes and the one of the left movies it 30 minutes. Once you have turned the
clock to 7 o'clock, turn the radio station to 129.8. You will now have access
to the den area.

Examine the trash can. Solve the slider puzzle to learn Maggie's husband's
fate.

This will now take you back to the real world. The lights will be out again,
so you'll need to find the office and turn the power back on. Go outside the
house and go toward the garage. To the left and behind the garage is a clump
of weeds. Use the weed killer on the weeds to open a pathway. Follow the
pathway to the gazebo, where you will take your second journey.

Brice - Gazebo

Check out the greenhouse, which contains the hanging Brice and an interesting
keyhole. Leave the greenhouse and follow the path which lies to the left. The
bees will talk to you but don't provide any clues or insight unless you can
figure out what they are saying.

Follow the path and you'll arrive at a fountain surrounded by bushes. Walk
around behind the fountain to find the tool shed. Open the tool shed and walk
inside. Close the door behind you, making it nice and dark. Go to the far end
of the shed and look near the rake, you'll see a peephole with a sliding
mechanism. Click on the hole to look through. Go back outside.

Go to the other side of the shed, where the holes are. You'll need to align
this pot and the pot at the front of the fountain so you can see a new view.
Go back inside the shed to check your new view. If you did it correctly, you
should see a window pane formation with a note. Take notice of the pattern the
note makes in the window. Leave the shed and return to the bees.

Go to the path to the right of the screen till you find a bench with a heart
on top. Examine the heart. You'll need to move the nails until they are all in
the middle. Once you have solved this puzzle, you receive a combination which
opens a location inside the gazebo.

Follow the path by the bench (not the way you came) which leads you to the
gazebo. Go to the back of the gazebo and press the button. Go inside the
gazebo and look down at the grate. Use the combination from the heart on the
lock. Go underground. Look around. Find the white flag. Click on the rope
which the flag is on. Click now on the other side. You should now have raised
a newly painted red flag. Examine the door, and the buttons which lie beside
it.

Enter the pattern from the window into the buttons. Click on the button above
the panel which opens the door. You have now finished Brice's area and you
will once again be taken back to the real world. Power is once again off, so
once inside the house you will need to turn the power back on.

Now, travel down to the boathouse to go on your third and final journey.

Edwin - Frozen Lake

Explore your surroundings. Find the puppet trapped in the ice. You'll need to
find a way to get him out.

Explore the frozen lake some more and locate the windmill. Turn the lever so
it is activated. Find the boathouse.

Enter the boathouse and turn the crank on the backwall. Turn it clockwise
twice, which lowers a pulley. Look at the pulley and clock on it. It will bump
out a bag of rock salt onto the lake, which will conveniently release the
puppet. Exit the boathouse.

Walk to the rear of the boathouse and climb up the side. Examine the weather
vane. Turn the vane until it is facing WEST.

Explore the frozen lake and find the boat. Get into the boat and pull the
rope. The wind will move the boat to a hole in the ice. Return to the
boathouse and turn the weather vane again so it is pointing EAST. Go inside
the boat and pull the rope again which moves the boat to its original
location. Walk to the hole in the ice and notice the teddy bear.

Return to where you found Chippy, the puppet. Click the hole in the ice and
you will jump into the water. Click on the rubber duck, which brings up the
car. Click on the car. Click on the windshield to clear it up. Go forward in
the car, down the middle path. You'll go down the rollercoaster and reach an
intersection. Go forward which will take you to a castle. Chippy will get out
and tell you to bring him the bear. You'll begin anew in the car.

Go down the left path. Once at the intersection, go down the middle path.
You'll be able to automatically snag the bear and reach the castle. You have
finished the frozen lake.

Ending

Return to the house and turn on the power. An appiration will greet you and
tell you the password to Roxy's computer: Wisdom. Solve the puzzle on the
computer by clicking on the correct sequence of buttons on the right side,
which stops the left stars from spinning. Next, align the three rows of
symbols. Click on the your headgear to remove it. Go to Roxy in the garage and
use the headgear on her. You will automatically be moved from the garage and
watch the ending.

The End

Doug Radcliffe (01/05/97)



Top of page | 



Solution #2 for Amber: Journeys Beyond


Walkthrough
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.





Walkthrough
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.



Top of page | 



Solution #3 for Amber: Journeys Beyond


Walkthrough by Geri Murphy

After a rainy drive without windshield wipers, you awaken at lakeside. Get up
by clicking a down pointing sailboat (arrow) and turn left to see the water
sprite that caused your accident. YouТre soaking wet but do you stagger up to
the house and knock on RoxyТs front door? No, instead you instinctively sense
that Roxy has left word (on a videotape and on one of her desks), saying she
has taken her experiments into the garage. Go into the garage and click that ?
crowbar on the pillar ahead of you. You can look up to see RoxyТs hand, you
can go up the stairs and view unconscious Roxy, but donТt call 911. Instead,
walk to her front door, open her mailbox (forget that silly FBI law) and just
open her mail. Take the oscillator into your inventory, which appears on your
lower screen.

Go inside and forward up the stairs - follow the red light. At the top, go
into the open door in front of you. Once inside you will be facing a desk.
Turn to your right so you are looking at spiral stairs and a wall to the right
of them. Pull down the switch on that wall to turn on the lights/power.

Go up the stairs and get the PEEK device on a table by a chair. Before you
leave the office take the videotape (by the computer) and read the BAR users
manual in a desk drawer. It tells us the Level setting is 6, to guess at the
Gain setting, and the Freq. Mod setting is 8. YouТll need these two settings
(numbers) soon.

Be sure to read pages 1, 4, 6&8 of Roxy's dream journal in a bedroom drawer
and look into the empty drawer on the other side of the bed. Look around, that
TVТs a knockout. Explore the second floor. Before you leave you should also
have tried a locked door (the spare bedroom) and taken a look at that bathroom
mirror.

Downstairs go toward the front door; turn left and enter the room to see an
item on the table, put the oscillator you got from the mailbox into it, the
top middle. Go through this room and into the dining room. Find the weed
killer, and come back up to the camcorder to watch the video that you found in
the office. Roxy said set the Bar Gain to 5. Now you have all 3 setting
numbers that you will need.
Then walk through this dining room into the kitchen. Go out the back door and
get the device attached to the doorknob (get in close, click its red button,
then take it).

This is not necessary to the game but if youТre brave; go face the boathouse
door turn right, look down, click the ? and see whatТs making those bubbling
noises under the slats.

This is also not necessary but if youТre adventuresome Go outside the kitchen
door and walk the path toward the garage. DonТt turn at the path that takes
you between the garage and house. Instead take one more step straight ahead
and then turn right and go ? forward till you are facing weeds. Then use your
weed killer and follow this path to the gazebo. A light beam isnТt hitting the
top of the gazebo because youТve come here too early in the game, instead
youТll see a dark figure climb the gazebo steps, and after you turn left to
leave, a black cat will cross your path.

When youТre back in the house enter the living room, and turn right to find
the BAR device next to a room screen. Turn on the power, select Level and + to
6, Gain 5, and Freqmod 8 and then click to SET. Now you can attach the
doorknob device to other doorknobs.

When you attach it, press the red button on top, the Peek will soon flash,
click on it to read the time it needs before it can play ghostly sounds. You
don't have to stop, sit and wait for it to finish; it will flash again when
it's ready.
Try the inside kitchen door, the boathouse, & the locked spare bedroom. The
others are reruns but you can try them if you want.

Keep an eye on the Peek device because it flashes several times during the
early part of the game. Some of the unimportant Сactivity detectedТ videos
will be: A levitating fork in the dining room, the back-doorknob rattling, a
knife flying in the dining-room, living room sofas levitating, and the spare
bedroom being flooded.

The game designers want you to go to the room displayed in each video, but
thereТs nothing unusual to see when you get there. This is just their way of
keeping you out of the next room where activity will be detected.

Sometime you may get a phone call from Roxy Ц it doesnТt matter if you miss it
because itТs just her rambling while she lapses in and out of consciousness.

Find what you can downstairs, an odd coupon in a kitchen recycle-bin, look at
the fireplace, try the telephone and read the book next to it Ц and whatever
else you want. After much time spent exploring downstairs, an important Peek
video will show a key flying from RoxyТs bedroom TV and landing in a drawer.

When you see that video - go to the bedroom to get the key. Seen any smoky
images on the stairs lately? Use the key to check out the spare bedroom across
the hall where MaggieТs ghost is trying on a hat (inside) the mirror.


When you get a Peek message saying СHeadgear ActivatedТ go to the device you
put the oscillator into and click the headgear, click once to take it out,
then again, to put it on your head.

When you get a message saying СSurfs UpТ go into the (once flooded) spare
bedroom and walk into the glowing mirror. Now youТve gone back in time (1943),
and youТre in MaggieТs bedroom. You see MaggieТs body and hear her ghostТs
voice (ghost amnesia?). Go to the dresser and click on the talking face boxes.
After you hear each of them, then make them say; "I miss you Maggie." When
they repeat it for you, go to the radio and turn its right-side dial clockwise
to (75).

Now youТre in MaggieТs kitchen, click the U button on the dumbwaiter and go
look at the cake, the seed packets, and get as close as you can to the wall
calendar. All of these things help bring MaggieТs ghost out of its state of
amnesia.

Dial back to (62) MaggieТs bedroom, explore. When youТre ready to leave click
on the fallen knitting needle on the table - not the one in the basket. When
it hops in the dumbwaiter - dial back to (75) the kitchen, and then press the
dumbwaiter D button. When the dumbwaiter arrives Click the needle - it
attaches to the antenna.

Turn the dial to (65) MaggieТs dining room. Read the letters and explore but
donТt open any doors yet. Then check the time on the clock (in a box on the
center table). If itТs NOT near 7:oТclock; then open the double door to the
left of the radio, and close it quickly. Then check the time again. Opening
the double door moves time ahead 30 minutes. Work the door and check the time
until the clock says almost 7 o' clock. Then Go to the radio and dial to
(129.8) to enter MaggieТs den.

Explore. When youТre ready to leave tip over the waste paper basket. Slide the
pieces of the telegram into their right order. When you solve this: Maggie
faces the reality of her death, is released from her ghostly existence and
sent onward into the beyond. Well, anyway you are sent to the present time.

The Peek flashes, it needs more power, so turn on that office switch. If
youТre confused here, then go to the top of the stairs and turn around to
locate the office.

Go outside the kitchen door and walk the path toward the garage. DonТt turn at
the path that takes you between the garage and house. Take one more step
straight ahead and then turn right and go ? forward till you are facing weeds.
If you havenТt already killed the weeds then use your weed killer and follow
the new path to the gazebo. If a light beam is hitting the top of the gazebo,
then go inside and Click on the ceiling to travel, via BriceТs dead face, to
another time (1959), youТre in a solarium (greenhouse), and BriceТs body is
still hanging around. You will hear his ghostТs voice (ghost amnesia again?).
If you want, you can look out through a keyhole in the single door to see some
of what Brice did while he was alive?

Leave the solarium and follow the path to its end, turn right and click the
beehive in front of you. Then, get a diamond shaped cursor (on the mid right
screen), step forward to weeds and then make a right turn to leave.

When you find the fountain area, walk around till you face the shed door. Make
a left and locate the ? bush nearest the door, and rotate the pot so the
mirror is on the left. Turn around and locate the ? bush thatТs nearer to the
fountain and put that mirror on the right. Walk inside and then turn around
and step toward the open door Ц till it slams in your face. Check out the
tabletop, so Brice can remember what he did for a living. Go to the back near
the rake, to look down at a sliding panel with 2 holes. Click on one hole and
you should see a window with a blunt message on cardboard, covering four
panes. Take note of the pattern of the words on the covered panes, 1, 2, -3
and 4. YouТll use this pattern in that order later.

Return to the hive area. Spot the arch on the right of the scene, but take 2
steps forward, turn right, 1 step forward to face the weeds. Then turn left to
leave.
                                        
When you find the park-like area Go forward 1 and look to your right - that
will be your escape after youТve done a heart puzzle. Find a bench with a
nailed wooden heart. The object is to move the nails till they all leave.
If your stuck, move away from the heart, return and click the left nail twice,
the right one twice and then the middle one twice.
Solve that to get the combination (321) to go through a grate, later, into the
tree that is supporting the gazebo. For now go up from the heart puzzle; click
right twice, forward and then left to walk out the archway exit.

At the gazebo/tree, go around to the back and push the red button. Walk around
to the front and up into the gazebo to look down at the grate. Use the wooden
heart combination 321 to open it and enter. Read the letter in the shrine to
Mandy, and climb down further. Explore, but donТt open the door yet. ThereТs
packed luggage behind the ladder, UFO related news to read and items to see.
Brice, the murdering, hanging gardener/stalker/UFO enthusiast Ц lived here.

When youТre ready to leave, Face the ladder, turn to the right and go to that
door. Click on the white flag by the door, then raise it by clicking the left
rope. Look down at the spilt red paint, and bring the flag down by clicking
the right side of the rope. It should be dragged through the paint and then
raised as a red flag.

Click on the tan wood panel ahead of you, it opens to display six buttons. Be
prepared to face MandyТs corpse, and Click the buttons in the same order as
MandyТs windowpane message. If youТre stuck First the one in the upper left
corner, the one next to it, the one directly under that one, and then the one
in the bottom right corner.
YouТll see paint cans and then strangled MandyТs body. Then something or
someone takes BriceТs luggage and his ghost up and away. UFO to Hell?

This brings you back to the present time, so go turn the office switch back on
again. I could only turn it on by entering the house through the front door.
When the lights are back on, go down to the lake and use the crowbar to open
the boarded up boathouse. Click the floorТs lighted area; see EdwinТs
condition as youТre transported to another time (1920s) where youТll be
hearing EdwinТs ghost. He doesnТt seem to have memory loss. WhatТs keeping HIM
here?

Note: Walking on the frozen lake is tricky if you use the NEW CURSORS, because
you will turn and move at angles. To move as you have been; use the diamond
shaped cursor to move forward and use the old (on the far edges) left and
right pointing sailboat arrows to make the 90-degree turns.

Locate the ? ventriloquist dummy stuck in the ice ahead of you, you canТt pull
it out, but you can try. Turn left and go forward until you come to the edge
of the land, the diamond shaped cursor will show you that you can walk inland,
but youТll be blown back onto the ice. Walk near the land till you come to the
boathouse or the windmill. You can also see: a boat (leave it for later), a
Danger Thin IceТ sign, and two tracks ending at a hole in the ice. СTwas not a
very Merry Christmas season for young Edwin?

If you go to the windmill first, click the lever so it spins, then go into the
boathouse and examine the things on the tabletop. At the back wall (look down)
& turn the crank clockwise twice, this lowers the pulley thatТs dangling just
above the tabletop. Then click on the pulley so it swings and knocks the rock
salt out through the window. Walk around the lakeside of the boathouse to the
back. Climb up the vines and turn the weather vane so it points West.

If you have switched on the windmill, walk to the ? boat and get in. Pull the
rope and the boat moves toward a hole in the ice. Go back to the boathouse and
turn the weather vane so it's pointing East (toward you). Go back into the
boat and pull the rope again. Walk on the ice to look in the hole the rope
leads to and Notice the bear that the boat's anchor has pulled up some.

Go to the place where the dummy was and jump into the water. And, believe it
or not, click the rubber duck to bring EdwinТs Сtoy motorcarТ. You can turn
around to see the dummy behind you. Get into the back seat of the car - click
on the windshield to clear it for Edwin. Choose the middle road. At the
intersection, go straight ahead again. This brings you to King Castle where
ChippyТ will get out and tell EdwinТs ghost to bring the bear.

Go down the left road and at the intersection, go straight ahead. YouТll glide
over a break in the road. Then the car automatically picks up the bear and
returns to the castle, where Edwin enters a jack-in-the-box to Heaven, and you
automatically return to the present time.

Go to the house, turn on the switch, die and go to Heaven where an angel gives
you the password for RoxyТs computer.
When you get to RoxyТs computer type the password Wisdom on your keyboard and
press enter.
Click the buttons and squares on the right till the stars, stop spinning.
Then align the three rows of symbols.

Then click on the headgear you are wearing to take it off, and then click it
in the air to put it into your inventory. Go to the garage and click ?s Roxy
until you are as close as you can be. Click the headgear you have and put it
on her. Then sit back and enjoy the endgame sequence. WhereТd you park your
car? In Lake Edwin.

And thatТs it. Congratulations gamer!!!

Finer points/Easter eggs
1-The Сask meФ pyramid on the office desk will answer your question.
2-The model man on the nightstand next to RoxyТs bed; collapses if you click
him.
3-The TV, telephone, and computer react when used. And the toilet flushes.
4-The stand-mirror on Maggie's bedroom dresser ripples like water when
clicked.
5-You can crack the glass on the four-leaf clover in MaggieТs bedroom.
6-The sprouts in the victory garden dance if you click on them.
7-A dark ghost climbs the gazebo steps ahead of you, if you go there too soon.
And a black cat will cross your path when you turn to leave.
8-Near or from inside the gazebo, you will see a UFO as it streaks the sky.
9-The toy horse, by the rock salt, rolls back and forth if you click on it.
10-You can walk back along the dirt road (that you drove in on) and see a
Road to NowhereТ sign and not much past that.





Walkthrough by Geri Murphy

After a rainy drive without windshield wipers, you awaken at lakeside. Get up
by clicking a down pointing sailboat (arrow) and turn left to see the water
sprite that caused your accident. YouТre soaking wet but do you stagger up to
the house and knock on RoxyТs front door? No, instead you instinctively sense
that Roxy has left word (on a videotape and on one of her desks), saying she
has taken her experiments into the garage. Go into the garage and click that ?
crowbar on the pillar ahead of you. You can look up to see RoxyТs hand, you
can go up the stairs and view unconscious Roxy, but donТt call 911. Instead,
walk to her front door, open her mailbox (forget that silly FBI law) and just
open her mail. Take the oscillator into your inventory, which appears on your
lower screen.

Go inside and forward up the stairs - follow the red light. At the top, go
into the open door in front of you. Once inside you will be facing a desk.
Turn to your right so you are looking at spiral stairs and a wall to the right
of them. Pull down the switch on that wall to turn on the lights/power.

Go up the stairs and get the PEEK device on a table by a chair. Before you
leave the office take the videotape (by the computer) and read the BAR users
manual in a desk drawer. It tells us the Level setting is 6, to guess at the
Gain setting, and the Freq. Mod setting is 8. YouТll need these two settings
(numbers) soon.

Be sure to read pages 1, 4, 6&8 of Roxy's dream journal in a bedroom drawer
and look into the empty drawer on the other side of the bed. Look around, that
TVТs a knockout. Explore the second floor. Before you leave you should also
have tried a locked door (the spare bedroom) and taken a look at that bathroom
mirror.

Downstairs go toward the front door; turn left and enter the room to see an
item on the table, put the oscillator you got from the mailbox into it, the
top middle. Go through this room and into the dining room. Find the weed
killer, and come back up to the camcorder to watch the video that you found in
the office. Roxy said set the Bar Gain to 5. Now you have all 3 setting
numbers that you will need.
Then walk through this dining room into the kitchen. Go out the back door and
get the device attached to the doorknob (get in close, click its red button,
then take it).

This is not necessary to the game but if youТre brave; go face the boathouse
door turn right, look down, click the ? and see whatТs making those bubbling
noises under the slats.

This is also not necessary but if youТre adventuresome Go outside the kitchen
door and walk the path toward the garage. DonТt turn at the path that takes
you between the garage and house. Instead take one more step straight ahead
and then turn right and go ? forward till you are facing weeds. Then use your
weed killer and follow this path to the gazebo. A light beam isnТt hitting the
top of the gazebo because youТve come here too early in the game, instead
youТll see a dark figure climb the gazebo steps, and after you turn left to
leave, a black cat will cross your path.

When youТre back in the house enter the living room, and turn right to find
the BAR device next to a room screen. Turn on the power, select Level and + to
6, Gain 5, and Freqmod 8 and then click to SET. Now you can attach the
doorknob device to other doorknobs.

When you attach it, press the red button on top, the Peek will soon flash,
click on it to read the time it needs before it can play ghostly sounds. You
don't have to stop, sit and wait for it to finish; it will flash again when
it's ready.
Try the inside kitchen door, the boathouse, & the locked spare bedroom. The
others are reruns but you can try them if you want.

Keep an eye on the Peek device because it flashes several times during the
early part of the game. Some of the unimportant Сactivity detectedТ videos
will be: A levitating fork in the dining room, the back-doorknob rattling, a
knife flying in the dining-room, living room sofas levitating, and the spare
bedroom being flooded.

The game designers want you to go to the room displayed in each video, but
thereТs nothing unusual to see when you get there. This is just their way of
keeping you out of the next room where activity will be detected.

Sometime you may get a phone call from Roxy Ц it doesnТt matter if you miss it
because itТs just her rambling while she lapses in and out of consciousness.

Find what you can downstairs, an odd coupon in a kitchen recycle-bin, look at
the fireplace, try the telephone and read the book next to it Ц and whatever
else you want. After much time spent exploring downstairs, an important Peek
video will show a key flying from RoxyТs bedroom TV and landing in a drawer.

When you see that video - go to the bedroom to get the key. Seen any smoky
images on the stairs lately? Use the key to check out the spare bedroom across
the hall where MaggieТs ghost is trying on a hat (inside) the mirror.


When you get a Peek message saying СHeadgear ActivatedТ go to the device you
put the oscillator into and click the headgear, click once to take it out,
then again, to put it on your head.

When you get a message saying СSurfs UpТ go into the (once flooded) spare
bedroom and walk into the glowing mirror. Now youТve gone back in time (1943),
and youТre in MaggieТs bedroom. You see MaggieТs body and hear her ghostТs
voice (ghost amnesia?). Go to the dresser and click on the talking face boxes.
After you hear each of them, then make them say; "I miss you Maggie." When
they repeat it for you, go to the radio and turn its right-side dial clockwise
to (75).

Now youТre in MaggieТs kitchen, click the U button on the dumbwaiter and go
look at the cake, the seed packets, and get as close as you can to the wall
calendar. All of these things help bring MaggieТs ghost out of its state of
amnesia.

Dial back to (62) MaggieТs bedroom, explore. When youТre ready to leave click
on the fallen knitting needle on the table - not the one in the basket. When
it hops in the dumbwaiter - dial back to (75) the kitchen, and then press the
dumbwaiter D button. When the dumbwaiter arrives Click the needle - it
attaches to the antenna.

Turn the dial to (65) MaggieТs dining room. Read the letters and explore but
donТt open any doors yet. Then check the time on the clock (in a box on the
center table). If itТs NOT near 7:oТclock; then open the double door to the
left of the radio, and close it quickly. Then check the time again. Opening
the double door moves time ahead 30 minutes. Work the door and check the time
until the clock says almost 7 o' clock. Then Go to the radio and dial to
(129.8) to enter MaggieТs den.

Explore. When youТre ready to leave tip over the waste paper basket. Slide the
pieces of the telegram into their right order. When you solve this: Maggie
faces the reality of her death, is released from her ghostly existence and
sent onward into the beyond. Well, anyway you are sent to the present time.

The Peek flashes, it needs more power, so turn on that office switch. If
youТre confused here, then go to the top of the stairs and turn around to
locate the office.

Go outside the kitchen door and walk the path toward the garage. DonТt turn at
the path that takes you between the garage and house. Take one more step
straight ahead and then turn right and go ? forward till you are facing weeds.
If you havenТt already killed the weeds then use your weed killer and follow
the new path to the gazebo. If a light beam is hitting the top of the gazebo,
then go inside and Click on the ceiling to travel, via BriceТs dead face, to
another time (1959), youТre in a solarium (greenhouse), and BriceТs body is
still hanging around. You will hear his ghostТs voice (ghost amnesia again?).
If you want, you can look out through a keyhole in the single door to see some
of what Brice did while he was alive?

Leave the solarium and follow the path to its end, turn right and click the
beehive in front of you. Then, get a diamond shaped cursor (on the mid right
screen), step forward to weeds and then make a right turn to leave.

When you find the fountain area, walk around till you face the shed door. Make
a left and locate the ? bush nearest the door, and rotate the pot so the
mirror is on the left. Turn around and locate the ? bush thatТs nearer to the
fountain and put that mirror on the right. Walk inside and then turn around
and step toward the open door Ц till it slams in your face. Check out the
tabletop, so Brice can remember what he did for a living. Go to the back near
the rake, to look down at a sliding panel with 2 holes. Click on one hole and
you should see a window with a blunt message on cardboard, covering four
panes. Take note of the pattern of the words on the covered panes, 1, 2, -3
and 4. YouТll use this pattern in that order later.

Return to the hive area. Spot the arch on the right of the scene, but take 2
steps forward, turn right, 1 step forward to face the weeds. Then turn left to
leave.
                                        
When you find the park-like area Go forward 1 and look to your right - that
will be your escape after youТve done a heart puzzle. Find a bench with a
nailed wooden heart. The object is to move the nails till they all leave.
If your stuck, move away from the heart, return and click the left nail twice,
the right one twice and then the middle one twice.
Solve that to get the combination (321) to go through a grate, later, into the
tree that is supporting the gazebo. For now go up from the heart puzzle; click
right twice, forward and then left to walk out the archway exit.

At the gazebo/tree, go around to the back and push the red button. Walk around
to the front and up into the gazebo to look down at the grate. Use the wooden
heart combination 321 to open it and enter. Read the letter in the shrine to
Mandy, and climb down further. Explore, but donТt open the door yet. ThereТs
packed luggage behind the ladder, UFO related news to read and items to see.
Brice, the murdering, hanging gardener/stalker/UFO enthusiast Ц lived here.

When youТre ready to leave, Face the ladder, turn to the right and go to that
door. Click on the white flag by the door, then raise it by clicking the left
rope. Look down at the spilt red paint, and bring the flag down by clicking
the right side of the rope. It should be dragged through the paint and then
raised as a red flag.

Click on the tan wood panel ahead of you, it opens to display six buttons. Be
prepared to face MandyТs corpse, and Click the buttons in the same order as
MandyТs windowpane message. If youТre stuck First the one in the upper left
corner, the one next to it, the one directly under that one, and then the one
in the bottom right corner.
YouТll see paint cans and then strangled MandyТs body. Then something or
someone takes BriceТs luggage and his ghost up and away. UFO to Hell?

This brings you back to the present time, so go turn the office switch back on
again. I could only turn it on by entering the house through the front door.
When the lights are back on, go down to the lake and use the crowbar to open
the boarded up boathouse. Click the floorТs lighted area; see EdwinТs
condition as youТre transported to another time (1920s) where youТll be
hearing EdwinТs ghost. He doesnТt seem to have memory loss. WhatТs keeping HIM
here?

Note: Walking on the frozen lake is tricky if you use the NEW CURSORS, because
you will turn and move at angles. To move as you have been; use the diamond
shaped cursor to move forward and use the old (on the far edges) left and
right pointing sailboat arrows to make the 90-degree turns.

Locate the ? ventriloquist dummy stuck in the ice ahead of you, you canТt pull
it out, but you can try. Turn left and go forward until you come to the edge
of the land, the diamond shaped cursor will show you that you can walk inland,
but youТll be blown back onto the ice. Walk near the land till you come to the
boathouse or the windmill. You can also see: a boat (leave it for later), a
Danger Thin IceТ sign, and two tracks ending at a hole in the ice. СTwas not a
very Merry Christmas season for young Edwin?

If you go to the windmill first, click the lever so it spins, then go into the
boathouse and examine the things on the tabletop. At the back wall (look down)
& turn the crank clockwise twice, this lowers the pulley thatТs dangling just
above the tabletop. Then click on the pulley so it swings and knocks the rock
salt out through the window. Walk around the lakeside of the boathouse to the
back. Climb up the vines and turn the weather vane so it points West.

If you have switched on the windmill, walk to the ? boat and get in. Pull the
rope and the boat moves toward a hole in the ice. Go back to the boathouse and
turn the weather vane so it's pointing East (toward you). Go back into the
boat and pull the rope again. Walk on the ice to look in the hole the rope
leads to and Notice the bear that the boat's anchor has pulled up some.

Go to the place where the dummy was and jump into the water. And, believe it
or not, click the rubber duck to bring EdwinТs Сtoy motorcarТ. You can turn
around to see the dummy behind you. Get into the back seat of the car - click
on the windshield to clear it for Edwin. Choose the middle road. At the
intersection, go straight ahead again. This brings you to King Castle where
ChippyТ will get out and tell EdwinТs ghost to bring the bear.

Go down the left road and at the intersection, go straight ahead. YouТll glide
over a break in the road. Then the car automatically picks up the bear and
returns to the castle, where Edwin enters a jack-in-the-box to Heaven, and you
automatically return to the present time.

Go to the house, turn on the switch, die and go to Heaven where an angel gives
you the password for RoxyТs computer.
When you get to RoxyТs computer type the password Wisdom on your keyboard and
press enter.
Click the buttons and squares on the right till the stars, stop spinning.
Then align the three rows of symbols.

Then click on the headgear you are wearing to take it off, and then click it
in the air to put it into your inventory. Go to the garage and click ?s Roxy
until you are as close as you can be. Click the headgear you have and put it
on her. Then sit back and enjoy the endgame sequence. WhereТd you park your
car? In Lake Edwin.

And thatТs it. Congratulations gamer!!!

Finer points/Easter eggs
1-The Сask meФ pyramid on the office desk will answer your question.
2-The model man on the nightstand next to RoxyТs bed; collapses if you click
him.
3-The TV, telephone, and computer react when used. And the toilet flushes.
4-The stand-mirror on Maggie's bedroom dresser ripples like water when
clicked.
5-You can crack the glass on the four-leaf clover in MaggieТs bedroom.
6-The sprouts in the victory garden dance if you click on them.
7-A dark ghost climbs the gazebo steps ahead of you, if you go there too soon.
And a black cat will cross your path when you turn to leave.
8-Near or from inside the gazebo, you will see a UFO as it streaks the sky.
9-The toy horse, by the rock salt, rolls back and forth if you click on it.
10-You can walk back along the dirt road (that you drove in on) and see a
Road to NowhereТ sign and not much past that.



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