Just Adventure original
Amber: Journeys Beyond Walkthrough, variant 1
(Anonymous)
Though it’s not a very
hard game it’s easy to miss the clues needed to advance.
From the lake, 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 pillar 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 videotape 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 receive 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,
it’s 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
Freq. mod- 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 throughout the first half. The most important one will be a
video of the bedroom; a key will float through 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 you’re 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 of 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 Margaret.
The first thing you will
see here is the body of Maggie. Look around the room but don’t open
the doors, you’re 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 until 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 trash 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 every time 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 until you are looking
at some leaves. Click on the weed killer you got from the kitchen
and follow the path to the gazebo 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: it’s 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 until 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 doesn’t 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 windowpanes 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 strategy
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 only 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 gazebo
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, and 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. Click
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 don’t run 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 won’t 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 until 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
forward 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 weed killer
right away and going to the gazebo, 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 Margaret’s
bedroom.
-At certain points you
will see ripples in the air and hear laughing.
(4)
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