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                                  AMBER:

                             Journeys Beyond



                               Walkthroughs



These walkthroughs take you through the entire AMBER game. The instructions
given only tell you about the absolute bare minimum of items which need to
be interacted with in order to complete the game. To fully enjoy the game,
you should go through each room and click on EVERY item; there are lots of
fun surprises that are not mentioned here.



When you first start the game, you are laying on the ground just outside
the boathouse. Go up the path to the house. Go inside the garage. On one of
the posts in the garage is a crowbar. Add it to your inventory. Go up the
stairs to see a comatose Roxy. Leave the garage and go to the house. To the
right of the front door is a mailbox. Open the mail box, open the package
inside and read the letter. Add the oscillator to your inventory. Enter the
house.



ROXY'S HOUSE

Go up the stairs to the room with the red light on inside. Go to the wall
with the red light and turn on the switch there - this will turn on all the
lights in the house. Go to the desk with the computer on it. Take the video
tape next to the mouse and add it to your inventory. You do not need to use
the computer at this time. Go to the other desk in the room. Open the top
desk drawer. Read the BAR user's manual. You are given numbers needed for
turning on the BAR device located in another room. Go up to the loft in
this room.

Take the PEEK device off the table and add it to your inventory. Go
downstairs to the front room (the room to the left of the front door [as
you stand inside the house, looking at the front door] and across from the
living room). NOTE: Throughout the game, watch your inventory because
certain items you have will flash telling you to interact with them. To do
this, click on the item in your inventory.

Put the oscillator in the AMBER device located on the table in the center
of the room. The PEEK unit will flash in your inventory. When you click on
it, it will tell you the AMBER unit is online. Go into the dining room
(next to the front room). Go to the buffet table. Click on the video camera
on top of the buffet. Put the video tape (currently in your inventory) into
the video camera. Click on the eye piece of the camera to play the tape. In
the buffet is a bottle of weed killer. Add this to your inventory. Go to
the living room (the room to the right of the front door).

Go to the BAR device located next to the room screen. Click on the Power
switch. Using the Adjust +/- button, set the following: Level = 6, Gain =
5, and Freq Mod = 8. Switch from "Set" to "Run". Peek unit will flash
telling you that the BAR device is online and no activity is noted. The BAR
device will show you each of the rooms in the house. Go to the kitchen (by
the stairs). Go out the door leading to the outside. On the doorknob
outside is a toning device which picks up voices from the past. Take the
PEEK device out of inventory. Click on the left square of the PEEK device.
Click PLAY to hear a message. Put the PEEK device back in inventory and
turn off the toning device (by clicking on the red button on top). Take the
toning device off the knob and add it to your inventory.

Go back inside the house and up to the locked room (the room to the left of
the office). Use the toning device on the doorknob and listen to the
message with the PEEK device. Add the toning device back to your inventory.
Go to the bedroom and click on the TV. Look in the drawers of both
nightstands.

Leave the room and exit the house. Go down to the boathouse. Look at the
ghost making the gurgling sounds in the floor boards outside. Use the
toning device on the doorknob of the boathouse. Listen to the message. Go
back to the house and go to the kitchen. Look in all the cabinets, open and
close the door to the outside. Eventually the PEEK device will flash,
showing a a key being left in the nightstand of the bedroom.

Go up to the bedroom and take the key from the nightstand, adding it to
your inventory. Go to the locked room (the room to the left of the office).
Open it with the key. Explore the room, make sure you look in the mirror.

Explore the rooms of the house and garage. Eventually the phone in the
living room will start ringing. Answer the phone on the coffee table. After
the call, the PEEK device tells you the head gear is ready (message
"Psionic wave detected, headgear activated".) Go to the AMBER unit in the
front room and click on it. Put on the headgear (message: "headgear
modulating" a few seconds later, the PEEK will read, "Surf's Up!" Go up to
the spare room (which used to be locked) and go towards the mirror.



THE 1940s

Solve the puzzle on the dresser (clockwise starting from the top, imagine
them numbered 3, 1, 5, 4, 2). Click on them in numerical order. When the
boxes are clicked on in the right order, the voice says, "I miss you,
Maggie". Go to the radio and change the dial clockwise until another room
appears (75). You are now in the kitchen. Touch the "U" button on the
dumbwaiter next to the radio. Turn around and look at the cake on the stove
and the calendar above the table. Go back to the radio and turn the dial
counterclockwise to get back to the room in which you started (62). Click
on the knitting needle located next to the basket of yarn. It will jump
into the dumbwaiter. Turn the radio dial to go back to the kitchen. Push
the "D" button on the dumbwaiter to bring it back down. Click on the
knitting needle inside the dumbwaiter. It will jump out and add itself to
the radio antenna. You can now turn the dial on the radio and end up in a
third room (65).

Look at the letters and open the clock on the table. Notice the time. If
it's already almost seven o'clock, you don't need to change the time. The
radio dial should take you to the fourth room (129.8). If the time is not
seven o'clock, go the the double doors and open and close them quickly. Go
back to the clock. Notice the time has changed. Go back to the doors and
keep opening and closing them until the clock reads almost seven. (The
radio announcer at one point in the broadcast announced that a new radio
station will come on the air at seven o'clock.) Go to the radio and change
the dial to get to a fourth room.

Go to the desk and look in the trash can located on the floor. Click on the
torn pieces of paper. By sliding these pieces around, you will put together
a cable delivered to Maggie.



THE BOATHOUSE

You wake up and realize you have blown a fuse. The PEEK device is blinking.
Click on it. Get up and go to the office and turn on the lights again. Go
down to the boathouse and pry off the boards covering the doors with the
crowbar. Enter the boathouse. Go out on the lake and find the puppet stuck
in the ice. Go back to the boathouse and go inside. Notice the bag of salt
on the table and the pulley above it. Click on the pulley. It swings but is
too high to knock over the salt. Go the the back wall to the crank. Turn
the crank twice clockwise to lower the pulley. Go back to the pulley. It
should now be low enough that when you click on it, it knocks the salt out
of the window. Go to the place where the puppet was and enter the hole.
Click on the duck to summon the car. Get in the car and click on the
windshield to clear it. Take the center road. At the intersection, continue
on center road. You will get to a castle. The puppet gets out and tells you
to go get the bear.

You end up back where you went through the ice that the salt had melted.
Take the center road, at the intersection take road on the right. You end
up at some icicles. Do not go into the icicles, rather try the various
paths radiating away from the icicles. One of the paths lead you to the
bear. He is too far down for you to reach. Look up and you notice a boat
anchor above the bear. Go back to the group of icicles and enter the middle
of them, you end up back on top of the water.

Go to the outside of the boathouse. Walk around the outside of the
boathouse until you are at the wall with the vines on it. Climb up the
vines to the weather vane. Touch the arrow of the weather vane and change
it to West. Walk around the lake until you find the windmill. When you
click on it, it will start spinning making the wind blow. Find the boat
also located on the lake. Climb in the boat and touch the rope. The boat
will move towards the hole made by the anchor, lowering the anchor.

Go back to the hole made by the salt. Go down through the hole, get in the
car and clear the windshield. Take the center road, at the intersection
take road on the right. You end up at the icicles again. Do not go into the
icicles, rather try the various paths radiating away from the icicles. One
of the paths leads you to the bear. The bear gets on the anchor, but you
still cannot reach him. Go back to the group of icicles and enter them, you
end up back on top of the water.

Go back to the vines outside the boathouse and climb them. Change the wind
direction to East. Go to the boat and touch the rope to raise the sail. The
boat moves away from the hole made by the anchor, raising the anchor and
the bear.

Go back to the hole made by the salt. Go down through the hole, get in the
car, and clear the windshield. Take the center road, at the intersection
take road on the right. You end up at the icicles again. Do not go into the
icicles, rather try the various paths radiating away from the icicles. One
of the paths leads you to the bear. The bear is now too high from the place
you originally found him. You must take another road to get to him. Go back
to the group of icicles and enter them, you end up back on top of the
water.

Go back to the hole made by the salt. Go down through the hole, get in the
car, and clear the windshield. Take the road on the left. At the
intersection, take the center road. You will find the bear and he will get
in the car. This road will continue on to take the bear to the same castle
you took the puppet.



THE GAZEBO

You wake up and realize you have blown a fuse. Click on the PEEK device. Go
to the office and turn on the lights again. Go outside to the area behind
the garage. In the trees directly behind the garage is a path blocked by
weeds. Use the weed killer to get the weeds out of your way. Enter the
gazebo and look up. You are in a solarium. Look in the keyhole of the white
door. Exit through the glass double doors. Go down the path to enter an
area with bees. Here, one path will take you to a garden with a cement
bench, the other path takes you to a outdoor fountain. Take the path to the
outdoor fountain. Go to the shed behind the fountain and enter it. Turn
around the close the door. On the floor on the opposite wall are two
peepholes. You cannot see through the hole on the right. By clicking on the
board, it slides to reveal the hole on the left which you can see through.

Exit the shed and go around to the other side of the shed (the side where
the peep holes are located). There are two shrubs there which can be
rotated. Rotated both of them once. Go back to the shed, close the door and
look at the peephole on the right. You see six window panes from the house.
Notice of the six panes, which contain the message (upper left, upper
middle, lower middle, and lower right). You will need this later. Take the
path back to the garden with the bees.

From the bees garden, take the path to the garden with the heart on the
bench. Solve the heart puzzle by clicking on the nails is such a way that
the nails come out. Inside the heart is the following "3-2-1". From here,
do not go back the way you came, but rather, take the other path where you
will end up at a gazebo.

Around the back of the tree is a red button. Push this button. Take the
stairs up the gazebo. Pushing the button caused the floor to raise and a
grate is visible. At the lower, center of this grate is a 3 digit
combination lock. Change the numbers to read what was in the heart puzzle
(3-2-1). Go down the ladder to the first room. Click on the picture of
Mandy and read the letter. Go down to the room below. Click on the
suitcases at the base of the ladder.

Go to the door. Click on the white flag and put it on the rope. Click on
the rope and raise the red flag. Notice that a red flag appears on the lock
of the door. Click on the brown oval near the lock to reveal six red
buttons. Depress these in the order of the window pane message (upper left,
upper middle, lower middle, and lower right). Open the door.



SAVING ROXY

You wake up and realize you have blown a fuse. Go to the office and turn on
the lights again. You are electrocuted and go to heaven. An angel tells you
its not your time and that all you need is, "WISDOM".

Go to the computer in the office and click on the screen. At the password
prompt, enter: wisdom. Hit RETURN on your keyboard.

Play with the Alignment and Bias buttons to get the stars together.

Play with the up and down arrow buttons to align the columns.

Go to ROXY in the garage. Click on your headgear and put in on Roxy.



YOU HAVE FINISHED THE GAME!!!

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