AMBER:  JOURNEYS BEYOND
A WALK-THROUGH, BY DOUG MILLSAP (03/97)

FINDING  AND  USING  THE  PARANORMAL  TRACKING  EQUIPMENT
In this walk-through:  “F” means forward; “L” means left; “R” means right; “D” means down.  Once you gain
control of the game, click to stand up.  Turn left to see the Spirit that ran you off  the road.  After that, turn left
again and you’ll see a shed with it’s doors boarded up.  You can’t get into the shed, yet.  Turn around to face the
lamppost, then go forward, until you reach the dirt road that you drove in on.  Follow the road, away from the
house, and you’ll eventually come to a sign on your right that reads “Road to Nowhere”.  They’re not kidding;
you can’t get anything accomplished out here.  Turn around and follow the road, back toward the house, until
you reach the garage.  Open the left “car-sized” garage door, then enter the garage.  Once inside, take the
crowbar that’s hanging on the post, at the right side of the screen.  After that, look up.  You’ll see a hand
dangling over the side of the landing.  Climb up the stairs and check it out.  When you reach the landing, you will
find your friend Roxanne lying unconscious.  She’s wearing some strange headgear, so she must have been
performing a paranormal experiment...that has gone wrong.  You’re going to have to bring her back from the
Spirit World.  Exit the garage through the door that you came in, then turn left.  Follow the sidewalk (either
direction) around to the back of the house.  Approach the house’s back door, then move to a close-up of  it’s
doorknob.  You’ll see a strange device on the doorknob.  Click on the button at the top of the device to
deactivate it, then take it.  I’ll refer to this as the Doorknob Unit.  Go around to the front of the house and
approach the front door.  Before entering the house, look inside the mailbox that is to the right of the front door.
Open the package that’s inside the mailbox, read the letter, then take the oscillator.  Put the package back inside
the mailbox.  Enter the house, through the front door.  If you try to do any exploring right now, you’ll just bump
into things.  Go straight ahead and climb the stairs, then turn left and you’ll see a room straight ahead with it’s
door open.  Enter that room.  On one of  this room’s walls is a big switch at about shoulder level.  Click on the
switch and the house will have it’s power restored.  Now that the lights are on, you can see that this is the
house’s Office.  Let’s explore this room later.  Exit this room, then turn left.  Go through the door that’s straight
ahead of you, at the end of the hall.  It leads to a small balcony.  It has a nice view, but nothing will be
accomplished out here.  Go back inside, then go through the door that’s straight ahead of you, at the other end
of the hall.  This is obviously the Bathroom.  There are a couple of  fun things to do in here.  Turn right to see
the fogged up mirror spell out “Join Me”.  Then turn around and approach the toilet.  You can flush it.  Exit the
Bathroom, then turn left.  Try to open the door that’s closed.  You will find that it’s locked.  You can try to open
it with the crowbar, but that won’t work.  Let’s deal with this problem later.  Turn around, and you will see an
open door to the house’s Master Bedroom.  Enter the Master Bedroom, then go to the nightstand that’s on the
left side of  the bed.  You can click on the wooden figure on this nightstand to animate it.  Open this nightstand’s
drawer and you’ll find Roxanne’s Dream Journal.  You don’t have to read it, but it adds to the experience.  Go
to the large cabinet near the bottom of the bed, then open it.  Click on the TV’s power button (below the TV
screen) to trigger a cut-scene where you get the garbage knocked out of  you.  Pick yourself  up off the ground,
exit this room, then go back into the Office.  You’ll find a winding staircase at the back of  the Office.  Climb
those stairs to a small landing, then approach the small table.  Pick up the device on the table.  This is a PeeK
Unit.  You will use this to receive paranormal messages from three tracking units (the Doorknob Unit is one of
the three).  Add the PeeK to your inventory.  Exit this room, then go back to the hallway door that’s locked (the
one to the right of the Bathroom door).  Place the Doorknob Unit on the locked door’s doorknob, then click on
the Doorknob Unit’s button to activate it.  Your PeeK will flash to let you know that it has a message for you.
Click on the PeeK to bring it on-screen.  You’ll find that the Doorknob Unit’s processing will be complete in 5
minutes.  Return the PeeK to inventory, then go back into the Office.  At some point, while you’re exploring the
Office, the PeeK will flash to let you know that the Doorknob Unit has processed it’s detection of  paranormal
activity.  When it does, click on the PeeK, then click on the “Play” button on it’s screen to hear a “record” of
past activity.  You can play the message as many times as you’d like, until you replace it with a different
message.  Note that you can receive only one different message per doorknob, with the Doorknob Unit; if you
read the literature that you find in the house, you’ll understand the reason why.  Approach the office desk that
doesn’t have a computer on it.  Click on the pyramid.  It’s like one of those Magic 8-Balls.  Open this desk’s top
drawer.  You’ll find a BAR User’s Manual.  This manual explains how to bring the BAR on-line, so that you can
use it to monitor paranormal activity in the house.  Of course, you don’t know where the BAR is yet, so you can
come back to this manual later, if you want.  Go to the office desk that does have a computer on it.  Take the
video cassette that is sitting to the left of  the computer.  Click on the computer screen, until it asks you for a
password.  You can try to crack the code, but it’ll be a while before you’re given a clue about the password.
Exit this room, then retrieve the Doorknob Unit...If  you haven’t received the Doorknob Unit’s message, through
the PeeK yet, just click on the PeeK to bring in on-screen, then click on the Doorknob Unit icon and you’ll be
able to see how many minutes remain before processing is complete.  Once the processing is complete, listen to
the message, return the PeeK to inventory, then retrieve the Doorknob Unit.  Return to the Bathroom.  Once
you’re inside, turn around and close the door.  Place the Doorknob Unit on the inside of this door.  Click on it’s
button to activate it, then wait one minute and you’ll receive another “recorded” message.  After that, retrieve
the Doorknob Unit and go downstairs.  Once you’re at the bottom of the stairs, head to the camcorder in the
Dining Room, by going F, L, F, L, 4F.  Click on the camcorder that’s sitting on the right side of the cabinet.
Click on it again to turn it around.  Click on it’s cassette door, to open it, then insert the video cassette that you
found in the Office.  Now, click on it’s viewfinder.  Click on the play button to view a tape full of valuable
information.  After that, just leave the tape in the camcorder and you can come back to view it again, if  you’d
like.  Open the right cabinet door (just below the camcorder) and take the Weed Killer.  Walk around the dining
table and you’ll eventually see a strange shadow on the Dining Room’s wall.  Exit this room, by going through
the swinging door to the left of the cabinet.  Once you’re in the Kitchen, go R, F, R, F, then exit the house
through the door that’s in front of you.  Turn back around to face the door that you just came through.  Place the
Doorknob Unit on the doorknob, then activate it (this is the doorknob where you originally found the Doorknob
Unit).  Your PeeK flashes to let you know that it will be 3 minutes until the message is processed.  While waiting
for the Doorknob Unit to do it’s thing, we’ll do a little exploring.  Again, at some point, the PeeK will flash to let
you know that it has received the message from the Doorknob Unit; when the PeeK flashes, just bring it
on-screen and play the message.  Turn around and go down the short set of  stairs that you’re currently standing
upon.  Once you’re at the bottom of  those stairs, turn around, then go forward once along the sidewalk, and
you’ll see the garage on your left.  Now, go forward once more toward the trees in the distance; in other words,
don’t stay on the sidewalk.  At this point, you are standing behind the garage.  Turn right, then go forward
toward the path in the distance, until your progress is blocked by weeds.  Use the Weed Killer to eliminate the
weeds.  Go forward and you’ll come to a Gazebo.  When you first arrive, you will be greeted by a Spirit.  After
the Spirit disappears, go inside the Gazebo and look around, until you see a shooting star in the night sky.  Also,
be sure to do a lap or two around the outside of the Gazebo...eventually, you’ll see the shadow of something
creeping around behind you.  After that, return to the house’s back door and retrieve the Doorknob Unit (you
should have received it’s message, by now), then go back inside to the Kitchen.  Open the cupboard that’s at the
lower left side of the refrigerator.  There’s an interesting flier in the trash can that’s inside that cupboard.  Exit
the Kitchen, by going through the door that’s to the right of the refrigerator.  After going through that door,
you’ll see the stairs on your left.  At this point, go F, R, 2F, R, F to reach the Living Room.  Approach the coffee
table that’s in front of the fireplace, then pick up the book that’s sitting on that table.  You don’t have to read
“Realms of the Paranormal”, but it adds to the plot and explains the idea behind the Doorknob Unit.  After you
put that book down, pick up the cordless phone that’s sitting on this coffee table.  Dial any number and you’ll
hear a paranormal message.  Put the phone down, then go to the small table that’s next to the changing wall.
You’ll find the second of  three paranormal tracking units on that table.  This is the BAR.  To get the BAR
on-line, do the following:  click on the “Power” button; click on the “+” button twice to raise the Level to 6 (as
mentioned in the manual); click on the “Select” button; click on the “+” button three times to raise the Gain to 5
(as mentioned in the video); click on the “Select” button; click on the “-” button twice to bring the Freq Mod to
8 (as mentioned in the manual); move the top switch from “Set” to “Run”.  The PeeK flashes to let you know
that the BAR is now on-line.  Now that the BAR is on-line, you’ll be receiving some spectacular video messages
that you can play through the PeeK.  When the PeeK flashes, just click on it to bring it on-screen, then the PeeK
will automatically play the live message that it is receiving from the BAR.  The video messages received from the
BAR can only be viewed once.  So, save your game before bringing the PeeK on-screen, if you’d like to be able
to view a message multiple times.  Eventually, you’ll receive a message from the BAR that shows a key being
placed in the right nightstand drawer, in the Master Bedroom.  That is the key for the locked upstairs door.  But
it will be a while before that happens.  For now, exit the Living Room and go straight across the hall to the final
unexplored room in the house.  Go to the white desk and look at the checklist sitting on the desk...this is a clue
as to Roxanne’s whereabouts, but we’ve already found her.  There’s an interesting newspaper clipping in this
desk’s drawer.  After checking that out, turn around, then approach the device on the round table.  This is the
AMBER Unit’s Headgear; the final piece of paranormal tracking equipment.  In the close-up, place the oscillator
that you found in the mailbox into the small depression that’s below the bell-shaped piece.  The PeeK flashes to
let you know that the AMBER Unit is now on-line (but the headgear isn’t on-line, yet).  Let’s go back down to
the shed, by the lake.  Once you arrive, place the Doorknob Unit on the shed’s doorknob, then activate it.  The
PeeK flashes to let you know that you’ll have a message from the Doorknob Unit in 3 minutes.  As you’re facing
the shed’s doors, turn right, then look down.  Continue to look further and further into the water, until you see a
Spirit who says “Help me”.  After that, back away from the water, then face the shed’s doors.  Use the crowbar
to remove the boards that are nailed across the shed’s doors.  Wait for the PeeK to receive the message from the
Doorknob Unit, play the message, then retrieve the Doorknob Unit.  At this point, feel free to explore inside the
shed and anywhere else that you’d like.  Once you receive the message from the BAR, through the PeeK, that
shows the key appearing in the nightstand drawer, go get it; be patient and do a lot of exploring...it takes a lot of
exploring to trigger this message.  As you are heading up the stairs to get the key, a Spirit will make a brief
appearance.  Use the key to open the locked upstairs door, then enter that room.  Approach the mirror above the
dresser to see a distraught woman.  Although you can’t manipulate anything in this Bedroom right now, feel free
to explore it.  When you’re done exploring this room, exit the room, then explore anywhere else that you’d like.
Eventually, your PeeK will receive a message from the BAR showing paranormal activity in the Bedroom that
you unlocked with the key; again, be patient...you need to do a lot of exploring to trigger this message.  Shortly,
if not immediately, after you view that message, the cordless phone in the Living Room will ring.  Answer the
phone; if you’re outside when you receive the BAR’s message showing paranormal activity in the Bedroom that
you unlocked with the key, just enter the house and the phone will be ringing.  Roxanne is on the other end of the
line!  When you put the phone down, the PeeK flashes.  Click on it to bring it on-screen, then notice the printed
message.  Guess what?  Roxanne’s call has brought the AMBER Unit’s Headgear on-line.  Return the PeeK to
inventory, then go directly across the hall into the room with the AMBER Unit.  Approach the AMBER Unit’s
Headgear, that’s sitting on the round table.  As you get close, it animates and raises it’s headgear.  Click on the
headgear to take it.  The AMBER Unit’s Headgear is automatically placed upon your head, then the PeeK
flashes.  Click on the PeeK to bring it on-screen.  Wait until it indicates that “Surf’s Up!”.  Return the PeeK to
inventory and you’ll have a paranormal experience, of sorts, as the headgear activates.  While you’re wearing the
headgear, you will sometimes see the images before you become distorted; this is only to add to the creepy feel
of the game.  You can click on the headgear to place it into inventory, then click on it in inventory to put the
headgear back on, but just leave it on.  In fact, you can’t advance the plot, unless you’re wearing the headgear.
The headgear detects when you are near paranormal activity and allows you to interact with the Spirit World.
You’ll hear strange voices and sounds intensify, as you approach an active area.  When you enter an active area
that the headgear has detected, you play the game through the eyes of the Spirit.

SPIRIT  WORLD  #1  (ACCESSED  THROUGH  THE  SMALL  UPSTAIRS  BEDROOM)
OK, let’s head upstairs toward the Bedroom that you unlocked earlier with the key.  The signals coming through
the headgear will become strong.  Go inside the Bedroom that you unlocked with the key, and you’ll be able to
see that this room is experiencing paranormal activity.  Click on the mirror, until you are transported into a Spirit
World.  Once you arrive in the Spirit World, back away from the suicide victim, then go over to the dresser.
Click on the small mirror that’s sitting on top of the dresser, until you hear a comment from the Spirit.  You’ll
notice that, as a Spirit, you can see the room in it’s present state through the mirror.  Click on the items sitting on
the right side of the dresser.  When you click on a box, it opens and makes a sound.  You can make the boxes
form a sentence, by clicking on them in a certain order.  Using Diagram A, click on the boxes in the following
order:  3, 1, 2, 4, 5.  After that, go to the other side of the Bedroom, then click on the sewing materials that are
sitting beside the radio to animate them.  Now, try to exit the room.  You’ll find that you can’t leave through the
door.  But notice the clues:  the ticking of  clocks and the Spirit saying “Well, that was a waste of time”.  Click
on the radio for a close-up.  Notice that the current radio station is 62.  When the radio is tuned to 62, you exist
in this Bedroom.  You can turn the right knob to adjust the radio station.  There is only one other radio station
that comes in, right now.  Tune the radio to 75 and you will exist in the Kitchen.  Once you reach the Kitchen,
move to a close-up of the calendar on the wall to hear a comment from the Spirit.  For fun, run the blender and
click on the plants that are sitting on the counter; you should also hear the Spirit comment about a victory
garden, when you approach the plants.  You will again find that you cannot exit the room through a door.  After
you’ve finished exploring the Kitchen, go to where the radio is located.  You’ll see a dumbwaiter behind the
radio.  Click on the “U” button to send it up to the Bedroom.  Tune the radio back to 62 to return to the
Bedroom.  Move to the close-up of the sewing materials.  Click on the left sewing needle to place it into the
dumbwaiter.  Tune the radio to 75 to return to the Kitchen.  Click on the “D” button behind the radio to bring
the sewing needle down to the Kitchen.  Click on the sewing needle and it will become part of  the radio’s
antenna.  Another radio station is now available.  Tune the radio to 65 to reach the Dining Room.  Click on the
mop and bucket in the corner to animate them.  There’s a display case above the mop and bucket.  Click on the
display case’s top shelf, then click on the frame to break it.  If you face the radio, then turn around, you can click
on a greeting card that’s sitting on the dining table.  After that, go over and read the letter that’s sitting below the
windows.  Then move to the close-up, of the items on the dining table, that includes a tea pot and cup.  In this
close-up, you’ll find two interesting items to interact with.  Click on the letter and read it.  After that, click on the
box that’s to the right of the letter.  Open it up and note the time.  Now, try to exit the room through a door.
When you close the door, you should (if you’ve explored enough) hear the Spirit say  “I wonder what time it is.
I wouldn’t want to miss that broadcast”,  then you should eventually hear the radio DJ announce that a new radio
station (129.8) will premier at 7:00.  Go back to the box on the dining table and check the time.  You’ll notice
that opening the door has advanced the time.  Here’s the impact that opening different doors has on the time:
opening the single door in the Dining Room advances the time by 15 minutes; opening the double doors in the
Dining Room advances the time by 30 minutes; opening doors in the Bedroom and Kitchen would also advance
the time, but since you’re in the Dining Room, just open the different doors here, until the time is 6:59.  Once
you set the time to 6:59, the new radio station (129.8) becomes available...However, I found that the new radio
station will not be available, if you haven’t heard the Spirit say “I wonder what time it is.  I wouldn’t want to
miss that broadcast”.  So, just continue to explore and open/close doors, until you hear the Spirit say  “I wonder
what time it is...”.  After you’ve heard the Spirit say  “I wonder what time it is...”, make sure that you set the
time to 6:59, then tune the radio to 130 to reach the Living Room.  As before, you cannot exit this room through
a door, but feel free to explore the Living Room.  Eventually, you’ll need to find the trash can and tip it over.
Once it’s tipped, click on the torn paper pieces and they’ll form a slider puzzle.  Solving this slider puzzle is the
exit out of  this Spirit World.  When you return from the Spirit World, you’re lying on the floor and the PeeK
flashes.  Click on the PeeK to bring it on-screen, then view the message; you’ll see Roxanne’s face and a
glimmering Spirit.  You’ve released the soul of a Spirit.  Also, notice that your headgear is no longer glowing.
Return the PeeK to inventory, then go into the Office and click on the wall switch to restore power to the house
and to your headgear.

SPIRIT  WORLD  #2  (ACCESSED  THROUGH  THE  GAZEBO)
Exit the house, through the rear door in the Kitchen.  Approach the path, behind the garage, that leads to the
Gazebo. The signals coming through the headgear will become strong.  Go up the path, until you reach the
Gazebo.  Thanks to the headgear, you’ll be able to see that the Gazebo is experiencing paranormal activity.
Enter the Gazebo, then look up.  Click on the Gazebo’s ceiling to enter another Spirit World.  Once you arrive in
the Spirit World, back away from the close-up of the hanging man, then look down.  Click on the items below
the hanging man to hear a comment from the Spirit.  Find the single (not the double) door inside this structure.
Move to a close-up of it’s doorknob, then click on it’s keyhole to hear a comment from the Spirit.  If you back
away from this close-up, then look through this keyhole again, you’ll hear another comment from the Spirit.
Now, exit this structure through the double doors.  Once you’re outside, go 2F, L, 4F, R, then click on the two
mounds to “hear” from the bumble bees.  After that, go L, F, R, F, then click on this mound.  After that, go R,
4F to reach an area that contains a funky display.  Behind the display is a shed.  Enter that shed.  Once you’re
inside, turn around and the door will automatically slam shut.  You can leave, but don’t leave, yet.  Face the table
on your right to hear a comment from the Spirit, then go L, F, D.  Look through the hole that’s near the floor;
there’s nothing to see right now.  Slide the plate that’s to the left of the hole, to reveal another hole.  Look
through that hole; notice that you’re looking at a mirror’s reflection...these are peep holes.  Look at the items on
the floor that are to the right of the peep holes to hear the Spirit sneeze.  Exit the shed.  Once you’re outside, go
R, F, R, F, R, F, then click on the tree-like bush that’s in front of you.  Click on the bush’s base once, to change
the position of the hanging mirror.  Exit the close-up, then turn around and click on the bush that’s in front of
you.  Again, click on it’s base once, to change the position of the hanging mirror.  Exit the close-up, then go
back inside the shed.  After entering, you have to turn around to make the door slam shut.  After the door is
closed (for privacy), go back over to the peep holes.  Look through the left peep hole; nothing to see.  Slide the
plate over and look through the right peep hole; the pattern that you see in the lower window is a clue for a
future puzzle, so, note the pattern.  After you exit the close-up of the right peep hole, look through that peep
hole again to hear another comment from the Spirit.  Exit the shed.  Once you’re outside, go L, 5F, R, F, L, 2F
to enter another area.  Notice the white bench, in the distance, toward the left side of the screen.  Go over to that
bench, then look down.  Click on the orange heart twice and it will become a puzzle.  Using Diagram B, click on
the nails that are stuck through the orange heart in the following order:  2, 1, 2, 3, 1, 1, 1, 2, 2.  This opens the
orange heart and reveals another clue for a future puzzle; the Key to the Stars is “321”.  Back away from the
close-up of the orange heart, look up, then go 2R, F, L, 2F to reach the Gazebo.  If you enter the Gazebo and
look down, you’ll see a trap door, but you can’t access it yet.  Walk around the outside of the Gazebo, until you
find the button mounted on the tree, just below the Gazebo.  Press the button to allow yourself access to the
Gazebo’s trap door.  Go back inside the Gazebo, look down, then click on the grate.  Click on the middle area of
the grate to hear the Spirit curse.  The grate is locked.  You’re going to have to unlock it.  Click on the combo
lock at the bottom of the grate for a close-up.  Set the combo to “321” and the grate unlocks.  Open the grate,
then click on the ladder once.  Look at the picture to hear a comment from the Spirit, then read the letter.  After
that, descend the ladder to the bottom room.  Click on the luggage that’s behind the ladder to hear a comment
from the Spirit.  There’s plenty to explore in this room, but the main thing that you want to find is a set of  three
Gazebo sketches hanging on the wall.  The lower left sketch shows a red signal flag; this is another clue.
Approach the door in this room.  Notice the hazy white flag to the left of the door.  Click on the white flag for a
close-up.  Click on the white flag again to hang it on the rope.  Look down to see a pool of spilled red paint
that’s directly beneath the rope.  Look up, then click on the rope that the white flag is directly attached to; this
drags the white flag through the red paint and raises the red signal flag.  Now, click twice on the brown
oval-shaped cover that’s to the left of  the door, to reveal a pattern puzzle.  Click on the red squares to match the
pattern that you saw earlier, in the lower window, through the peep hole...look at Diagram C, if you’ve
forgotten the pattern.  After you’ve entered the correct pattern, the door unlocks.  When you open this door, you
will exit this Spirit World.  When you return from the Spirit World, you’re lying on the floor and the PeeK
flashes.  Click on the PeeK to bring it on-screen, then view the message; you’ll see Roxanne’s face and a
glimmering Spirit.  You’ve released the soul of a second Spirit.  Again, notice that your headgear is no longer
glowing.  Return the PeeK to inventory, then go back inside the house and upstairs to the Office.  Click on the
wall switch to restore power to the house and to your headgear.

SPIRIT  WORLD  #3  (ACCESSED  THROUGH  THE  SHED  BY  THE  LAKE)
Exit the house, then go down to the shed, by the lake.  As you approach the shed, the signals coming through the
headgear will intensify.  Open the shed’s doors and you’ll be able to see that the shed is experiencing paranormal
activity.  Enter the shed to enter a third Spirit World.  Once you arrive in the Spirit World, look up, then click on
the object that causes the cursor to become a “?”.  Click again on the object that changes the cursor to a “?”, and
you should come to a clown doll that’s stuck in the frozen lake.  Click on the clown doll, until he asks you to pull
his finger.  For fun, click on his finger.  You can’t get the clown doll out, yet.  Spin around, until you see the
shed in the distance.  Go inside the shed, then approach the table on your right.  Click on the toy horse to
animate it, then click on the bag of rock salt to the right of the toy horse to hear a comment from the Spirit.
Click on the bag of rock salt again to learn that you can’t reach it.  Back away from the close-up of the bag of
rock salt and notice the pulley hanging above the table.  Click on the pulley to make it swing back and forth.  At
the back of the shed, near the floor, is a crank.  Click on the crank twice (making sure to turn it clockwise) to
lower the hanging pulley.  Go back to the hanging pulley and click on it, again.  It swings and knocks the bag of
rock salt out of the window, which frees the clown doll.  Go back to the hole, in front of the shed, where the
clown doll was stuck; you’ll see the spilled bag of rock salt near the hole.  Go into that hole.  At the bottom, turn
right and you’ll see the clown doll.  Turn back to the left, then click on the duck toy; a car will drive over to you.
Click on the duck toy again to make it quack.  Climb into the car and the clown doll will join you.  Click on the
windshield, so that you’ll be able to see where you’re driving.  You are currently at the starting point of an
underwater maze.  Drive the car straight ahead (just keep going straight through the intersections), until you
reach King Castle.  When you reach the castle, the clown doll exits the car, then tells you to go get the bear; you
and the car will automatically be transported back to the underwater maze’s starting point.  Click on the
windshield.  The maze’s starting point has an intersection where you can go straight, left, or right.  This time,
take the left branch.  When you reach the next intersection, take the left branch.  You will arrive at “spike”
island, and the car will disappear (it returns to the maze’s starting point).  From here, go R, 7F, D.  There’s the
bear, but you can’t reach him.  Look up twice to see an anchor; this is a clue.  Look down, then go 2L, 6F.
Now, work your way to the middle of where the spikes are and you’ll be carried to the top of the lake.  At the
top, turn around and you should see a sailboat; it’s way in the distance.  Follow the rope that leads away from the
sailboat.  You’ll come to a hole in the frozen lake where you can see the anchor.  Turn around, then go to the
windmill buoy; it’s way in the distance.  Click on the crank on the windmill buoy to free it’s fan blade.  Go back
over to the shed, but don’t go inside.  Instead, go behind the shed and climb the vines to the top of the shed.
Click on the weather vane, until it points to the West; this causes the windmill buoy to create a Westerly wind,
which is necessary to lower the sailboat’s anchor to the bear.  Climb back down, then find the sailboat again.
This time, climb onto the sailboat, then click on the rope on the floor; you’ll see a view of the sailboat moving
toward the anchor hole, which of course lowers the anchor to the bear.  Get out of the sailboat, then search the
frozen lake for a hole that has car tire skid marks leading into it; if you walk along the shore, away from the
shed’s doors, you’ll eventually see some car tire tracks in the snow...follow the tracks to the hole in the frozen
lake.  Enter that hole, then go 2F (to reach spike island), F (toward the right side of the screen), 9F, D.  You’ll
see that you lowered the anchor so that the bear can now be raised.  Look up, then go 2L, 6F.  Work your way
to the middle of where the spikes are, in order to be carried to the top of the lake.  Go back to the roof of the
shed and click on the weather vane, until it points to the East; this is to reverse the wind’s current, so that you
can raise the sailboat’s anchor, which is now carrying the bear.  Climb down from the shed and go back to the
sailboat.  Once you’re on the sailboat, click on the rope on the floor; you’ll see a view of the sailboat moving
away from the anchor hole.  Get out of the sailboat, then approach the anchor hole.  The bear is now in prime
pick up position; but not from here.  Go back to the hole where the clown was stuck (the one in front of the shed
where the bag of rock salt is) and enter that hole.  Climb into the car, click on the windshield, then take the left
branch.  When you come to the next intersection, go straight.  Along the way, you’ll automatically pick up the
bear and continue to the King Castle.  This pick up is the exit out of this Spirit World.  When you return from the
Spirit World, you’re lying on the floor and the PeeK flashes.  Click on the PeeK to bring it on-screen, then view
the message; you’ll see Roxanne’s face and a glimmering Spirit.  You’ve released the soul of another Spirit.
Again, notice that your headgear is no longer glowing.  Return the PeeK to inventory, then go back inside the
house and upstairs to the Office.

THE  END-GAME  SEQUENCE
Click on the wall switch to begin the end-game sequence.  After the cut-scene, you’ll know the office computer’s
password:  “wisdom”.  Go to the computer and enter the password.  When the “Fragment Stabilization” screen
comes up, click on the box to the left of  “remove constraints”, then click on the box to the left of  “apply
positional bias”.  You must now bring the three fragments that are spinning, at the left side of the computer’s
screen, into harmony.  Using Diagram D, click on the buttons that are now activated, in the following order:  1,
5, 4, 3.  After successfully completing Stage One, click “continue” to move on to Stage Two.  On the “Algorithm
Construction” screen, notice the six buttons at the lower left of the screen.  Click on each of the upper three
buttons, until each column of symbols is at their beginning; you’ll hear a beep, when a column has reached it’s
beginning.  After setting the three columns of symbols to their beginning:  click on the left bottom button 4 times;
click on the middle bottom button 1 time; then click on the right bottom button 7 times, to complete the
construction of a continuous algorithm.  Once the computer shows that Stage Two is complete, notice the
instructions:  “Place headgear on subject...”.  Go into the garage, climb the stairs to the landing, then remove the
AMBER Unit’s Headgear from your head and place it upon Roxanne’s head.  You win!
 

Diagram A

        2
1             3
     4    5
 
 
 

Diagram B

1        2

     3
 
 

DiagramC

------------------
|  X  |  X  |       |
------------------
|       |  X  |  X  |
------------------
 
 
 

Diagram D

x   remove constraints
              1     2

x   apply positional bias
           3     4     5

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