
   AMBER: Journeys Beyond Walkthrough
   
     * 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
   
