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Walkthrough

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AMBER
Journeys Beyond


The Route :

Copyright @ July 1998
Ver: 1.01
Vicky Indrawan

Comments could be send to me


INTRODUCTION

"Welcome to the realms of AMBER. Explore an old Victorian house with a dark and mysterious history. Unlock the secrets of the past and experience in-depth encounters with the supernatural. Prepare yourself for an unprecedented journey into worlds beyond, where the rewards are great and the risks are even greater."

The story unfold with an E-mail from Joe, your friend. He wants you to visit his colleague, Roxy, and findout what has happened with her. You drive your card to the house just beside the lake, suddenly your car slipped off and ..........

 

All pictures are the property of Hue Forest Entertainment

AMBER DEVICE

Main Goals : Build the Amber machine

 

Q : How could I open this boarded boat cabin ?
A : There is a crowbar in the garage, just beside Roxy's house. You could use the crowbar to open the board.

Q : Where is the entrance to the garage ? Everything is locked up ...
A :
Push the left rolling door. It'll be pushed up. Slide in.

Q : There is nothing inside the cabin. What should I do ?
A :
There is something here ..... LATER. Right now, this act will open another thing just beside this cabin. Get out and look down at the lake (to the left). You'll see a vision there. Something is wrong here.

Q : I couldn't see anything inside the house. It's too dark ....
A :
The main light switch is on the second floor, inside the study room (the only room that has light in it). Look at the far end wall and pull down the switch.

Q : Where is Roxy ?
A :
She's lying helplessly above the ramp inside the garage.

Q : What should I do inside this house ?
A : First, take the casette near the computer inside the study room. Play this casette using the camcoder on the cabinet inside the dining room. Insert the casette and look at the viewer. Play the casette. It'll explain about some kind of device called AMBER.

Q : How could I build this AMBER device that she talked about in the casette ?
A :
Gathered all the clues that you could find inside the house. There is a diary in the left nightstand inside the master bedroom on the second floor, paper clips about therapy in the trash can (inside the cabinet in the kitchen), notes on the table inside the study room, book on the tea table in the living room, and some books inside the drawer in the study room. Then you have to collect its 2 major components : The Peek Device, The Peek Generator and The Oscillator.

Q : Where could I find the oscillator ?
A :
You'll find it inside the package in the mailbox outside the house. Inside this package you'll read another notes from Roxy.

Q : Where is the Peek Detector ?
A :
It's on the small round table above the study room.

Q : Where could I find the Peek generator ?
A :
It's on the door's knob at the backdoor.

Q : How could I operate the Amber device in the living room ?
A :
You could see all the instructions in the book inside the drawer in the study room upstair. Set the level on 6, Gain on 5, and Frequency on 8. After this you could go to the laboratory and hook up the oscillator on the device. Now your Peek Detector is ready.

Q : How to use the Peek Detector ?
A :
Put the Peek Generator on any doorknob you find. Then push the red button on the top of it. If there's a paranormal activity around, your Peek Detector will tell you about it. Note : When you reach this point, you should find several paranormal activities. You could find all the detail locations of them in the special section of this hints called : Spiritual Vision.

 

MAGGIE'S VISION

Main Goal : Discover what has happened to Maggie's fiancee

 

Q : How could I unlock this bedroom door on the second floor ?
A :
After experiencing several spiritual visions, you'll know that someone (or ... thing) has put a room key on the right nightstand in the master bedroom. Go there and pick up the key. This will unlock the bedroom. This is the time to use your Peek Detector. Insert the Peek Generator on the doorknob. After a while, you could play some sound in your Peek Detector. A girl is calling you. Note: by this time, it is most likely the telephone will ring. Go downstair to the living room and answer the phone on the coffee table. It's Roxy ....

Q : How could I reach the girl from the Peek Detector ?
A :
Go to the bedroom and walk through the mirror. Welcome to Maggie's vision

Q : How could I solve the puzzle on the table ?
A :
You have to build the sound -- I Love You Maggie -- Look at this picture to help you. Click on 1,2,3,4,5. Hmmm..... you're Maggie. What is this ????

Q : Could I go somewhere else beside this bedroom ?
A :
Turn on the radio. If you tune in the channel, channel 75 will leads you to the kitchen. This room is marked by channel 62.

Q : Is there anymore room that I could visit ?
A :
If you listen the radio carefully, they will announce a new radio station launching on channel 128.9 at 7 pm tonight. That's the channel you should tune in to go to the other room. You don't have to be exact at the channel, 'cause when you could access the channel the room will be clear.

Q : How could I move the clock to 7 pm ?
A :
Remember what Maggie has said to you ??!! Doors are waste of time. Opening the double door in the kitchen will move forward the time by 30 minutes and the single door by 15 minutes. Check out the time at the clock box on the table. Notes: This part is really a pain in the A.. Sometime you need a patience before you could tune in the channel. One of the solution is you have to look at everything in every room first. But sometimes it doesn't work. So, patience is the key ......

Q : What should I do in this new room ?
A :
Check out the trash can. Arrange the pieces of the paper. Look at this picture to help you. Oh noooo ..... my fiancee has committed suicide.

Notes : After this you'll be transported back again to the bedroom. Remember, after each vision the electricity in Roxy's house will be shut down. Go back to the study room and pull down the electricity switch. Then you could see through your Peek Detector that an Amber picture shows up.

 

EDMUND'S BEAR

Q : Where could I find another vision ?
A :
Why don't you try the boat cabin outside. Put the generator on the door knob and wait for 3 minutes. Then look at your peek detector and play the sound. After that just hop in to the cabin and enter .....

Q : How could I help this talking doll ?
A :
Find something usefull from the cabin. Hmmmm... maybe this salt on the bench is usefull.

Q : How could I get it ?
A :
Use the crank on the corner twice. Roll it to your direction. Then push the hook toward the sack of salt. Come out and see that the talking doll has been released. Jump to the open hole.

Q : What should I do now ? There is nothing here ...
A :
Push the rubber duck on the ground. A car will appear. Hop in and clean the wind shield. You're ready to go now. First you have to take the doll to the castle. Choose this route: Middle path and then Middle path again.

Q : He ask for his teddy bear. Where could I find it ?
A :
It's on another route. From the starting point, choose right and follow the path. After you get out from the car, choose one of the path, you'll find a sign said 'THIN ICE'. Look down, there's his teddy bear.

Q : How could I get it ?
A :
You have to do something first to raise it. Get out to the surface first. There are several ways to do that, you could ride the bubble or just come out through the crack.

Q : What now ?
A :
See that boat on the far end ??! You could use its anchor to raise the teddy bear.

Q : How to move the boat ?
A :
First turn on the windmill on the opposite direction of the boat. Then go to the cabin. Head to the backside of the cabin. Climb up to the roof. Move the wind direction to the west. Climb down and head to the boat. Pull the rope to raise the boat sail. The boat will move toward a crack on the icy lake. Go back again to the cabin roof and change the wind direction to the east. Go back again to the boat and pull the rope to move the boat back to its original place. Now, you could see the teddy bear through the crack on the icy lake.

Q : Where could I take the bear now ?
A :
Jump down to the lake again through the crack (near the sack of salt). Ride the car and this time choose this direction: Left then Middle. You'll jump over a chasm and grab the bear. You'll be heading toward the castle automatically.

 

BRYCE'S STORY

Q : What's going on here ?
A :
Someone has made a suicide and you have to investigate the cause of it. You may look through the door keyhole to your left and see that bloody knife .... Hmmmm ...

Q : What should I do inside this shed (just behind a weird fountain in the garden) ?
A :
You couldn't do anything until you close the door. Turn around and close the door. Go to the far end wall and look down. See that peephole ?? You could slide the board to reveal another peephole to the left.

Q : Something on the other side of this left peephole, but I couldn't read it. What should I do ?
A :
You should do something first. Come out and circle the fountain. You should see 3 or 4 pot here. Two of them can be moved. Move both of them (only once for each) and go back to the shed again. Close the door and see through the right peephole. You should see a window of the house with cardboard in four of them. Notice the position of those cardboards.

 

Q : Could I reach the tower that I could see from the garden (fountain area) ?
A :
Yeah, the path to go there is near the bee hive (to the right before the hive if you come from the fountain).

Q : What should I do with this nailed wooden heart on the bench ?
A :
You have to figure out how to release the nails. The easiest way is to make all of them at the outside. The left needle will move the right one. The right one will move the bottom, and the bottom will move the left one. Try the combination. After you manage to open the heart, you'll see number 321 inside as a result. Memorize this number.

Q : There is nothing inside this tree house. What should I do ?
A :
You miss something. Get out and go to the back of this tree house. Push the red button there. It will open the floor in the tree house.

Q : How could I open the grate on the tree house ?
A :
Use the number from the heart, 321.

Q : How could I open the steel door with combination inside the tree house ?
A :
Remember the peephole ??!! Push the buttons that have the same position with the cardboard with writing on it. Inside you find a death body. Oh my God he kills her.....

Q : What should I do with this body ?
A :
You have to inform the police about that. At the wall, there are some poster about raising a flag at this tree house. Red flag deal with emergency. Now, go back to the steel door again. On the left side, there is a rope. Click on the flag and pull the rope (the right one) to raise the flag. Then look at the floor and see the paint (or ... blood ???). Pull the left rope to raise down the flag. After it become red because of the paint, pull the right rope again to raise the red flag. Now, you're done here.

 

ENDING

Main Goals : Release Roxy from her trance

 

Q : What should I do now ? My Peek device is run out of power...
A :
Go to the study room upstair and turn on the light one more time. And .......

Q : How could I operate this computer ? What is the password ?
A :
Remember the dream you had just now. The password is 'WISDOM'.

Q : What should I do with this first puzzle: the gear ?
A :
You have to make them move in same rhytm. Use the button on the monitor to do that.

Q : What should I do with the second puzzle: the algorithm ?
A :
Use this picture to help you. The goal is to make all the tiles connect to each other and build a picture of connection.

Q : What now ?
A :
Go visit Roxy in the garage and put the headgear on her. Watch the ending .....

Author's final note : This game is too simple for a hardcore adventurer. Although the story is quite good and the graphic is awesome, but not enough tense for the player .....

 

SPIRITUAL VISION

There are several spiritual activities that you could see around the house. Here is the complete list of them (in order):

  • The lake after you open the board on the cabin's door
  • The mirror inside the bathroom
  • The TV inside the wardrobe in the bedroom on the second floor
  • Front door
  • Boat cabin
  • Study Room
  • Dining Hall
  • Near the stair on the second floor
  • Near the stair again on the second floor
  • On the stair, if you climb from the first floor

 

INVENTORY LIST

Location Exact Location Items
Roxy's house In the garage, on the far end wall Crowbar
. In the mailbox, inside the package Oscillator
. Backdoor, on the door's knob Peek generator
. Study room, on the small round table Peek detector
. Study room, beside the computer Videotape
. Dining room, on the cabinet Camcorder
. Dining room, inside the left cabinet Weed killer
. Bedroom, right nigthstand's drawer Room key
. Laboratory, beside the dining room Head gear
Maggie's house Bedroom, inside the knick-knack basket Needle
. Secret room (garage), inside the trash can Puzzle
Edmund's vision Boat cabin, on the bench Sack of salt
. Under the icy lake Teddy bear
. On the lake ground Rubber duck
Bryce's nightmare On the bench (in the garden) Wooden heart
. Beside the steel door in the tree house White flag