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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 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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