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All 16 Amber Samples

Quick Answer

There are sixteen numbered amber specimens, with four in each of the four chapters. Many sit above the main route: skeletons, hanging beams, signs, container roofs, and side caves reached during a climb.

There are sixteen numbered amber specimens, with four in each of the four chapters. Many sit above the main route: skeletons, hanging beams, signs, container roofs, and side caves reached during a climb. Use the chapter and nearest objective below to identify the right detour before moving on.

These routes cover the full game. They are landmark directions rather than measured coordinates, and they do not establish a separately tested route for every platform. The verified Steam version baseline is 1.0.9; equivalent Xbox, PS5, and Epic patch numbers are not confirmed. You can revisit levels through Level Select for missed collectibles.

Chapter 1: Museum and gift shop

The first four specimens are all in the attraction, but the final one appears during the gift-shop's elevated objective sequence. Finding the first amber in reception does not mean the museum's upper routes are complete.

Amber Specimen 01: Reception Brontosaurus skeleton

In the first room of Dalton's Dinos, locate the large Brontosaurus skeleton ahead of you. Use its tail as the climbing route to reach the top and collect the amber. This is an early opportunity, before the museum's later gates and theater progression.

Focus on the top of the skeleton rather than only searching around its feet. The torn-note puzzle also uses fossils in the reception hall, but the amber is a separate pickup. Collecting a note beside the skeleton does not collect the specimen above it.

Amber Specimen 02: Hanging beam over the first exhibition

In the first large exhibition, use the dinosaurs as ramps. Continue until you reach the head of the second dinosaur, then look for the sample on the metal beam hanging above. The head rotates; wait until it gives you the jump you need to reach the beam.

This detour depends on the moving head's position. If the beam looks unreachable from your current angle, watch the movement instead of immediately dropping back to the exhibition floor. The specimen is above the upper route, not on the boxes farther along it.

Amber Specimen 03: Roof of the flashlight-token room

Find the room where you insert the token to obtain the flashlight. The amber is on its roof. Begin by climbing the same trees used for the flashlight-token route. When you reach the path at the top, turn around and jump onto the tree rather than simply continuing toward the token.

Use the hanging metal structures from there to reach the roof and the specimen. This is why obtaining the flashlight alone does not clear the area: the token route supplies the approach, but the amber requires an additional elevated detour.

Amber Specimen 04: Gift-shop circular platform

During the sequence around the top of the large gift-shop area, the main objective sends you toward the next electrical connection. At the point where you would head right toward the second plug, turn left instead. The specimen is on the circular platform.

The large creature below makes this a different kind of collection stop from reception. Identify the left-hand platform before committing to the next objective jump. Do not confuse this upper-level amber with the basement's fuses or stuffed-animal pedestal.

Large dinosaur displays with raised platforms above their backs

Climb the dinosaur displays to reach elevated museum routes.

Chapter 2: Caverns and gondola route

The second chapter's amber is spread across the generator area, movable-platform route, lift-shaft descent, and gondola area. Two of the detours are easy to pass because the main route is already asking you to climb or descend.

Amber Specimen 05: Sign above a red button

After returning to the opening cavern area, take the mining tunnel left of the office used earlier in the chapter. Descend the wooden ramp. This room also contains Dalton's Propaganda recording near the bottom of the ramp.

Look for a standing platform with a red button. The amber is on the sign above it. Press the button, climb around the back of the stone pillar behind the sign, and come around to the other side. Stand on the tree trunk and jump to the top of the sign.

The sign is your destination; the red button is part of reaching it. Searching only the floor beside the recording will miss the specimen.

Amber Specimen 06: Cave behind boxes off the metal path

Continue to the area where hanging metal platforms can be lowered to reach a long suspended metal path. After lowering them and climbing up, go around the corner on the left. Jump right onto the next metal ramp and follow it upward.

Near the top, drop onto the platform below and go to its left end. Look right and jump down onto the other end of the original metal path. From that position, look left for a cave blocked by boxes. The amber is behind those boxes.

This route doubles back across the metal structure. If you are only following the ramp forward, pause at its upper section and check the lower platform before leaving the area.

Amber Specimen 07: Side cave during the lift-shaft descent

At the large lift shaft, speak with Stella and enter the door on the left using the supplied code. Begin descending around the shaft. Watch for a wooden platform hanging at an angle with barrels on it.

After passing that angled platform, look for wooden blocks attached to the wall and leading left. Use them to climb into a small cave containing the amber. The specimen is partway through the descent; reaching the bottom first can carry you past the relevant side route.

Amber Specimen 08: Gondola cable support

In the gondola area, look at the metal structure where its cables connect. The sample sits on top. Use the wooden box on the left as the approach, then walk up to the amber.

Keep this pickup separate from the padlock key inside the gondola. One is an optional specimen on the cable structure; the other advances the gate objective. Check the support before treating the key cutscene as the end of your search in this area.

Keypad beside a gated entrance to the cavern lift-shaft route

The coded gate is a landmark before descending toward the Chapter 2 amber detour.

Chapter 3: Industrial caverns and containers

This chapter's specimens use industrial landmarks. When several buildings, tracks, and containers look similar, identify the associated recording or key area first, then follow the specific approach.

Amber Specimen 09: Beside the tall building

After the early encounter with the new dinosaur and the subsequent conversation with Stella, reach the tall building on the other side of the area. Dalton's The Quota recording is inside that building. The amber is on the metal structure to the building's right.

Use the building as your reference, rather than searching every metal support from the start of the level. The recording and specimen are nearby but separate pickups.

Amber Specimen 10: Tunnel left of the train tracks

Continue until you reach an area containing many train carts. Jump across the tracks on your left. When you reach the last track, look left into the tunnel to find the amber.

The direction matters twice: first cross toward the left side of the track area, then inspect the tunnel to the left of the final track. Continuing straight through the industrial route can miss the recess entirely.

Amber Specimen 11: Red container roof near the key area

Reach the area with the building containing the key for a small gate. In the same area, a train sits in a tunnel on the left, with the recording Where does the goo go? on a nearby box.

To the right of that recording, wall run up the containers and grab the hanging panel. Turn around from the panel and jump onto the red container's roof. The amber is on top. The hanging panel is a launch position for the turn back, not the final collectible platform.

Amber Specimen 12: Container beyond the destroyed building

Later, enter the large underground area with a metal structure on the right. At the opposite end is a destroyed building containing the Worksite Attack recording. From outside that building, jump onto the containers.

Complete the wall run, then jump to the container directly ahead to reach the amber. The route begins beside the destroyed building, so searching the interior repeatedly after finding the tape will not reveal the specimen on the containers outside.

Goo-covered cavern wall with an indicated route toward a distant platform

Wall-running crossings connect the industrial cavern routes used for later amber detours.

Chapter 4: Deep caves and expedition camp

The final four specimens begin near the chapter opening and continue into Cavern B. Several are beside onward routes, so check the stated side before entering the next narrow passage.

Amber Specimen 13: Pillar after the opening chase

After the chase at the start of the chapter, look for a pillar in the middle of the path. A note lies on wooden planks to the left in this opening area. Just beyond that note, use the platform on the left to jump onto the pillar and collect the amber.

This is close to the point where you regain control after the chase. Inspect the pillar before continuing toward the tent area.

Amber Specimen 14: Hole after two yellow poles

After the camp containing Soldier's letter home and the Special Light Spectrum recording, use bouncy goo to cross the red void. Swing across two yellow poles.

As soon as you land beyond those poles, look down into the hole on the left. The amber is there. Use the landing after the second pole as your reference; the detour is not inside the preceding camp's tents.

Amber Specimen 15: Platform beside the first switch

In the large expedition area, follow the outer walls around the gated central area until you reach the first switch for the main objective. A tent to the switch's left contains the Uh oh note.

Go to the other side of that tent. Wall run along the first wall, jump to the pole, and swing to the platform on the right. The amber is on that platform. This route is adjacent to the switch objective but requires leaving the direct circuit briefly.

Amber Specimen 16: Right side before the glowing-plant passage

In Cavern B, continue climbing beyond the goo-spire area and the metal tower. You will wall run across two hanging planks. After those planks, the route reaches a thin passage on the left with glowing plants.

Before entering that passage, look right for the final amber. The plants identify the onward route; the specimen lies on the opposite side. Check this split before continuing toward the keys and subsequent escape.

Check progress and amber rewards

Use the specimen numbers to record pickups individually. A chapter visit or a nearby recording is not a substitute for collecting its amber. If a sample is missing, Level Select allows another visit without restarting the complete story.

Amber also contributes to New Game Plus modifier unlocks, with another unlock associated with each four samples. Do not infer a particular modifier's position in the unlock order from its chapter. Check the New Game Plus menu for the actual available options.

There has been an individual report of the menu still saying there is insufficient amber after a player believed the set was complete. That does not establish a general failure or a verified repair. If your record shows sixteen but the menu disagrees, keep the collection state and platform details before changing or replacing your save.