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Submitted by System on 09/03/2006, 09:50. Print file.
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AMBER: Journeys Beyond Walkthrough
By J. Phillips
Last Updated 6/3/03

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I. Table of Contents
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I. Table of Contents
II. Contact Info
III. Version Info and Credits
IV. Introduction
V. Story
VI. General Hints and Tips
VII. Walkthrough
A. The House
B. The First Astral Experience
C. The Second Astral Experience
D. The Third Astral Experience
E. The End
F. Frozen Lake ASCII Map

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II. Contact Info
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Name: J. Phillips
E-mail: tinted_future@yahoo.com

Please feel free to e-mail me.

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III. Version Info and Credits
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11/27/01 Version 1.1--Began writing AMBER: Journeys Beyond FAQ
in the form of previous FAQs. Completed Table of Contents, Contact
Info, Introduction, Story, General Hints and Tips, and some of The
House.
11/28/01 Version 1.2--Finished writing The House. Began The
First Astral Experience.
11/29/01 Version 1.3--Finished First and Second Astral
Experiences.
11/30/01 Version 1.4--Finished Third Astral Experience, The End,
and ASCII Map of the frozen lake. The AMBER: Journeys Beyond FAQ is
finished!

Thanks to the Wimmers from Hue Forest Entertainment for making
this game.
Thanks to my friend Josh, who played through with me once so I
could have someone to talk to about it all.
Thanks to my brother Zach, who has yet to play the game. I'll
get him to play it soon.

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IV. Introduction
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This document is copyrighted (c) by J. Phillips and cannot be
posted on any other site or used in any way other than personal use
without permission from me. If you want this FAQ on your site, you
must ask my permission first. E-mail me (see contact info) and I'll
think about it.
This is my second FAQ. Please don't expect it to be updated
often as I have school and work meddling with my important gaming
affairs. If there is anything at all wrong with this FAQ, I beg you to
e-mail me and tell me. The last thing I want to do is confuse people,
as some FAQs I've read on other sites confused me when I was having a
tough time with a game already. We all know how that feels, right?
Just to keep my accuracy on tab, I am going to play through the game
again. Let's hope it helps, because I haven't played it in a while.
AMBER: Journeys Beyond was my fourth first-person point-and-
click puzzle game (the first three being The Neverhood (check out my
FAQ!), Myst, and Riven). It has a basic point-and-click feature.
Point the arrow (in this case a 3-D arrow) where you want to go, click,
and your character will walk there. When pointing forward, the arrow
will turn to a diamond shape (thus being the back of the arrow). When
pointing back, an X will appear on the diamond (thus being the front or
point of the arrow). Turn left or right and it will turn in the
appropriate direction.
Click on something to grab it. If it can't be grabbed, it won't
be. If it can, it will come up to your face. Click it again to stock
it in your inventory (at the bottom).
That's actually about it. Everything's pretty explanatory in
this game, unlike those ones where you must memorize keyboard
combinations and use them while under pressure.
Also, one more thing. If you are playing this game for the first
time, I suggest you play it at midnight or at least when it gets dark.
Make sure nobody is awake but you and maybe your friend or sibling.
This game can really draw you into it, and some of the events in this
house freaked me out the first time I played through.

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V. Story
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This game doesn't have much of a story, but it suits the purpose.
Like most first-person puzzle games, you must find out the story as you
go along. This one, as you will find out, has a most peculiar
storyline behind it, especially Roxy's house, the setting for the game.
Anyway, enough of that. Here is the story according to the book
(as well as the opening scene of the game):

The dark mountains of North Carolina.
You're home from work. You've had a long day, so you pop
something in the microwave and settle down to check your e-mail before
dinner. You boot up your PC and sign on.
The following message awaits you:

"Hi, it's me again...I'm going to ask a favor of you in a minute,
but I figured I better explain why before I do the actual asking.
"In a nutshell, Roxy's up to her old tricks again. As you know,
we've been developing a technology for tracking paranormal activity.
Although I haven't been able to tell you much about our new product
line, let's just say that the latest stuff goes beyond tracking. Way
beyond. We've go some equipment up and running and I've worked with
Roxy for long enough to know she'd want to do the early tests herself.
Normally that wouldn't bother me...It's just that the stakes are so
high this time.
"She's up at that old house she bought, which, as you may have
heard, is reputed to be extremely active. She's treating that house
like a lab. She has it totally wired with all of our latest equipment.
And although we'd never tell Roxy this, we're afraid she's getting in a
little over her head. Some of that equipment is still in the form of
early prototypes...fragmentation is a REAL problem area. I made her
promise she wouldn't do anything hasty without one of us around. But
you know Roxy.
"So here's the favor. Would you mind driving up there and
checking up on her? We're asking you because I know that you and Roxy
worked together on that dream research. She respects your work. I
think she'd probably listen to you.
"Thanks in advance. And one final favor, be really cautious
here. It's easy to catch Roxy's enthusiasm. Don't let her talk you
into doing anything stupid.

"Regards, Joe"

It's still daylight, and Roxy is a good friend. The house is
only a few hours away. You should be able to get there before too late
tonight.

That is what is said in the manual. The rest of the game's
introduction goes like this (in my own writing):
It takes all evening to reach the house, and once you're there,
something that resembles a fountain appears in front of you. You
swerve out of the way and your car goes headfirst into the lake you
didn't even notice.
You swim your way to shore.

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VI. General Hints and Tips
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1. You MUST pay attention to everything you encounter in this
game. If possible, have pencil and paper nearby so you can jot down
important information. It most likely will be used later in the game.
2. Like all other first-person puzzle games, don't go into a
clicking frenzy if you can't find where to go. This is not the way to
solve problems. This game's puzzles aren't too difficult, and are
actually somewhat realistic. If you can't figure something out, come
to this FAQ. If this FAQ doesn't have what you want, then e-mail me.
3. If it looks like it does something, click on it. It just
might help you in your "quest".
4. If something in your inventory flashes, use it as soon as
possible. There is no doubt that it is something that you MUST see
RIGHT NOW. Do not ignore the flashing. It is not meant to annoy you.

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VII. Walkthrough
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Well, it's about time we got here. I have split this walkthrough
into five major sections: The House, The First Astral Experience, The
Second Astral Experience, The Third Astral Experience, and The End.
Here I go.

A. The House
You will start the game staring up at the night sky, presumably
after you have awakened from the tiring swim. Click forward and your
first transition will happen. You will stand up. Turn left and you
can see the fountain shape appear again. Not much to do here, so just
turn around and walk in the direction of the path.
Once the transition is finished, go up to the porch of the house.
You will notice the front door and the mailbox. Open the mailbox.
There is a box inside. Open it and you can read a letter from Joe
(good thing there aren't any police around, as you just broke the law).
Put the letter back and you will find a small coil-like (the
oscillator, as the letter describes it) object. Add it to your
inventory.
Now back off from the mailbox and enter the house. You don't
need to worry about knocking. You can probably tell that nobody's
home, and besides, the game won't let you. The lights are all out, and
you can do nothing but stumble around or go toward the stairs. I
suggest you go to the stairs and climb up them, as that is the only
light in the house.
How would you normally restore power to a house? Reset the
breaker, of course. You must go into the rooms and find a breaker. It
is in the office room by the revolving stairs. Flip the switch up and
let there be light!
Now that the power has been restored, go check out the house.
I'd suggest exploring the house and learning as much as you can from it
before reading any further.
After some exploration, you will realize that there are four
rooms on the first floor, including: living room, kitchen, the study,
and the dining room. The living room has a book, a phone, and a device
on one of the tables. The study has a large generator and a device on
a table in the middle of the room. The dining room has some shelves, a
table, and a video camera on one of the counters. There isn't much in
the kitchen. Some cupboards, an island, and a refrigerator.
The second floor also has four rooms: the bathroom, the
workroom, a bedroom, and a locked room. The bathroom has some spooky
elements in it, including some shampoo and soap, a flushing toilet, and
a mirror that does... well, spooky stuff. The workroom is pretty much
normal. There is a balcony overlooking the workroom. A computer rests
in there, as well as Roxy's desk. The bedroom has a bed, some desks,
and an entertainment center. As for now, you can't go into the locked
room, so don't worry about it.
Now go into the workroom. Some important things are in here.
You can try using the computer, but it's useless unless you have the
password. Next to the computer, though, is a small videotape. Grab it
and add it to your inventory. This little object will help reinforce
the story behind all this.
Go up the stairs to the overlooking balcony. There is a small
object on a table up there (the PeeK). Add it to your inventory as
well. You can look at this and use one of its programs to listen to
someone screaming to "open the door". From here you can also see a
camera up above you. Now go down and approach Roxy's desk. From here
you can open the drawers or look at the drawings. Open the top drawer.
There is a manual for a certain device that you will need.
Flip through the book. Pay attention to the Level, Gain, and
Freq Mod settings. You will need these later on. Level is 6, Gain is
only described as "not too high, not too low", and Freq Mod is 8.
Remember!
If you go into Roxy's room, make sure to open the entertainment
center and flick on the TV. Interesting things may happen...
Well, maybe "interesting" isn't the correct word. "Painful"
sounds better. Get up and go down to the first floor.
From here, go into the living room. You can try the phone, but
funny things happen when you dial seven digits. Try reading the book,
as that may help you understand the sounds and voices you can hear from
the PeeK unit.
Go to the right and on the small table is the BAR. You can't add
it to your inventory, but you can mess with the settings. Level is 6,
Gain is 5, and Freq Mod is 8. When you set the BAR in this fashion,
the PeeK will activate and notify you that the cameras are online (and
not detecting any activity).
This is where the freaky stuff really comes in. Soon the cameras
will be catching some really weird stuff. Only check the cameras on
the PeeK when it flashes. For now, go into the dining room and take
another look at that video camera. Stick the videotape in and look in
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  1. Amber - Journeys Beyond solution by System on 09/03/2006, 09:50