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.
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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.
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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.
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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.
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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
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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 ????
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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.
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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.
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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.
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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.
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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 .....
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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 |
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