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Читы для Amber: Journeys Beyond

Чит-файл для Amber: Journeys Beyond

Amber:
Journeys Beyond

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Hue Forest Entertainment
Издатель:Graphsim Entertainment
Модель распространения:розничная продажа
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла 12 февраля 1996 г.

Solution [ENG]

Информация актуальна для
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.

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