Home
* Click on the chair to move it.
* Click on the desk drawer and read the journal.
* Click the box on the desk and take the lighter.
* Click on the telephone and listen to the messages. Pay special attention
the 3rd one.
* Turn to the right and you will see the lighthouse get struck by lightning
through the window. Turn back to the left (twice) and click on the window
table. Move the contents of the drawer around and take you car keys.
* Take the umbrella and the bag. They are both hanging on the coat
rack.
* Open the front door and click your keys on the opening. You will
drive to the lighthouse.
Lighthouse
* Once at the lighthouse, take the letter from inside the mailbox.
* Walk two screens towards the front door. Click on the black lantern
and take the small key from inside.
* Walk closer to the front door and then position your cursor so that
it is pointing down.
* Move the four items around by clicking on them and holding while
you move the mouse. You will find the front door key under one of the objects
(this changes from game to game).
* Backup and go around to the right side of the house. Click on the
storage shed and unlock the lock with the small key from the lantern.
* Take the crow bar and then click on the breaker box.
* Reset all three breakers. You will notice that the third one will
not reset yet. The lights are come back on inside.
* Unlock the front door with the key and go inside.
* Go through the door on your left. It is the kitchen / living room.
* Read the papers on the counter.
* Click on the refrigerator and take the bottle of milk.
* Click on the bookshelf behind you. Take the compass from the second
shelf.
* Go across the hall into the baby's bedroom and pick up the toy soldier
on the floor.
* Click on Amanda. Give her the bottle when she starts to cry.
* Turn to your right and click on the papers which are on the night
stand table. Read them.
* Turn around and take the alarm clock from the small table. * Leave
the bedroom
* At any point in time from here, you may hear Amanda start to cry.
As soon as you hear her crying, drop whatever you are doing and go into
her room. You will see the Dark Man kidnapping her. This walkthrough assumes
that you DO NOT follow him into the porthole (although that is a option
for a later game).
* Go into the study / den.
* Click on the several books which are on the second shelf of the bookcase
to reveal a hidden, wall safe.
* Turn to your left and take the following items from the small, shelving
unit :
1. small mechanical bird
2. shell Collection
3. two, tear shaped, red objects
* Turn around and click on the top drawer of the desk. Take the letter
opener.
* Click on the letter in your inventory (it will be displayed in a
window). Now click on the letter opener and use it to...that's right...open
the letter.
* Read the letter and notice the numbers at the bottom. This is the
combination to the wall safe (5-18-28)
* Click on the wall safe and enter the combination. 5 right, 18 left
(past zero), 28 right.
* Once opened, click on the handle and take the documents from inside
(read them). Notice the date which is written on page 59 (8-24-96). It
is the combination to the locked door in the hallway (Dr. Krick's laboratory)
* Open the desk and click on the papers. Read the papers and notice
the picture on page 118 of the bird in a circle.
* Click on the cube inside the desk.
* Turn the cube around and click on the spinner on one of the sides.
It will open to display a series of wooden blocks. Click on the light colored
blocks starting from the top. Work your way down and from left to right.
Once these are set, you can slide some of the lower blocks around until
you reveal a small, red button. Press this button. Another part of the
box will open to display a large, red button. Click it. Now click on the
small, gray button on the adjacent side of the cube and then again on the
large, red button. A small drawer will open. Take the key from inside the
drawer. Click the red button again and another panel will open only slightly.
Turn the cube so that the partial opening is facing you. Now click on the
light, brown square in the lower, right corner of the opening. A picture
puzzle is revealed
* Rearrange the tiles to reproduce the picture of the bird in the journal.
Start by trying to create the outer circle first. Once completed, the box
will display a sheet of paper with a series of symbols on it.
* Write these symbols down. They are probably (from top to bottom)
a circle, triangle, square and cross. Click on the paper. Now turn the
box and click on one of the side spinners. Turn the cube again and click
on one of the gray, side buttons. Another flap will open displaying several
color plates and two fish outlines. Click in all four blue plates and then
click the lower fish symbol. Click on the button which is revealed by the
fish. Now click on all four gray (not brown) plates and then on the upper
fish. Insert the little key into the keyhole which is revealed by the upper
fish. The panel will open displaying a gray disk. This is all which can
be done right now. You will complete the remainder of this puzzle later.
* Go into Krick's lab by entering the combination into the keypad on
the door (8-24-96).
* Click on the large white / red machine. Open the panel and click
in the button to active the machine.
* Click on the white box by the door. Use your crow bar on it twice
to pry it open. Take one of the green, light units.
* Click on the work table and take the following items.
- soldering gun
- fuse
- small, black wire (in front of the microscope)
- read the papers on the table
* Open the panel of the large, white, hourglass shaped unit beside
the main control panel.
* Remove the blown fuse and replace it with the one from your inventory.
* Remove the burnt wire and replace it with the one from your inventory.
Solder both sides of the wire with your soldering gun.
* Click on the central control unit and switch on all eight of the
small, black switches.
* Pull the first lever to raise the light.
* Go up the wooden stairs and smash the lock with your crow bar (3
times)
* Go through the hatch. Open the light's lens and replace the green,
light unit with the one in your inventory.
* Plug the whole light unit in by inserting the white wire which is
hanging from the ceiling above the lens.
* Exit the lab. Go outside the house to the storage shed. You can now
reset the 3rd breaker.
* Go back into the lab and take another one of the green, light units
from the white box. You will keep this in your inventory as a safe guard
and for convenience.
* Click the flashing "retry" on the computer's screen to activate the
program.
* Turn around and pull the 2nd lever on the control unit to activate
the porthole. Go into the porthole.
Tower
* Find your way to the beach where you will see a dock. This may
take some time and walking around. As you walk around here, pick up as
many little stones as you can find (at least two but four is better).
* Click on the bottle in the sand which is to the left the dock. Click
on the cork and take the letter. Read the letter and note the vague coordinates
(20 degrees north, 118 degrees west).
* Go to the end of the dock and take the metal rod.
* Now walk over to the tower.
* Click on the small, gray dial on the left pillar. Insert your metal
rod into the opening.
* Click on the rod patterns. Use the control to navigate the hook down
to the white hook at the bottom of the rods. The draw bridge will open
once you have raised the lower hook.
* Go up the stairs all the way to the green gate. A mechanical bird
will swoop down and perch itself in front of you. DO NOT try to pass him.
* Click on the toy soldier in your inventory and remove the key from
his back. Now click on the small bird in your inventory and insert the
key into its back. Click your bird onto the cuckoo clock. Click on the
pendulum. The mechanical bird will take off.
* SAVE YOUR GAME HERE
* You must act quickly here. Go through the door and then directly
over to the desk (no looking around first). Click on the very small drawer
in the bottom, right corner of the desk (it's hard to see it). Click on
the two screws and then on the piece of wood once the screws have fallen
off. Get the key. Now quickly close the window gate and lock it with the
key. This prevents the Bird Man from getting in and giving you a hard time
by stealing things before you.
* You can now relax. Go back to the desk and open the large, bottom,
left drawer. Look at the files and take the key which is between the 3rd
and 4th files.
* Open the middle desk drawer and take the lever handle. It's what
the Bird Man wanted to take.
* Open the upper, left drawer. Click on the bottom, left side of the
junk, then the upper right, then the center. Take the piece of coiled metal
from the drawer.
* Open the center cupboard of the desk and read the available scrolls.
* Use your small key to open the upper, right drawer (by the skull).
Take the whistle.
* Now move the clear and orange vases to other places on the desk.
One can go beside the skull and the other can be placed beside the brown
vase on the left.
* Click on the opening where the vases were. Now slide over the shelf
and take the light bulb shaped object.
* Click on the dead guy and remove his medallion. (You may also knock
his head off if you like).
* Notice the hanging ladder above the plant. You will need a remote
control to lower it.
* Exit this room and go back down the stairs to the other door.
* Go through the door and walk towards the Bird Man. He will close
his gate on you.
* Notice the lever he pulled to close the gate. (it's to the right).
* Throw one of your stones at his head and then another, immediately,
at the lever. The gate will rise and you can go in. The Bird Man will fly
away after "telling" you what he thinks.
* Now quickly close the window gate and lock it with your key. If you
don't, he will sneak back in and bust up the remote control unit.
* Click on the large table and take the four sided wrench and the nuts
and bolts.
* Click on the small table and take the remote control unit.
* Place the remote control unit on the table with the drill arm. Now
click on the remote. Click on the close-up of the drill head and it will
open the remote.
* Use your 4 way wrench to tighten both of the nuts. Remove the old
coiled piece of wire between the nuts and replace it with the one from
your inventory. Close the unit by clicking on the drill. Take the fixed
unit and go back up to the dead guy's bedroom.
* Look at the ladder. Click on the remote in your inventory and press
the first square button and then the center round button. Go up the ladder.
* Pick up the drive wheels on the floor (2 of them). Click on the desk
and take the allen key. Take the crank handle which is hanging from a post.
* Click on the large, block control unit and insert your two drive
wheels into it under the one which is already in place. Attach your crank
arm.
* Now use the allen key on the release unit on the wall. Pull the handle.
* Your bat ship will roll down the ramp.
* You may go up the ladder in this room (just for the view for the
sake of this walkthrough).
* Turn the crank on the drive wheels 14 revolutions clockwise.
* Click on the cockpit. Click on the brown button on the lever clasp.
Pull the lever to take off. You will fly to the temple where the bat ship
will perch itself.
Temple
* Go up the elevator and into the door directly in front of you.
Lyril will show herself to you. Click on her. Click on her again until
she mentions shells and nuts and bolts. Give her your shells and nuts and
bolts when she does. Click on her many more times until she starts to repeat
herself.
* When you try to back out she will tell you that she has more to say.
Listen to her some more. Show her the letter which you found in the bottle
on the beach.
* Click on the center control arm. Lyril will tell you that she does
not trust you enough yet to let you have access.
* Click on the side, wooden control unit and play with the levers.
Keep doing it until Lyril gets mad and leaves (this is just for fun).
* Exit this room and go into the far right room. You will see a pod
shaped (garlic) creature in the middle of the room.
* Ring the creature's left bells and then the right ones. Its eyes
will open. Ring the left bells and then the right ones again. The pod will
open up.
* Turn the two, small lever arms so that a vertical opening is seen.
Pull the large, straight lever towards you. Now ring the left and then
the right bells again. Pull the coiled lever to the left. A disk will drop
into the lower opening. Take the disk.
* Exit and go into the room at the far left of the Temple.
* Put your disk into the blue circle to your left. When you push the
button, a recording of Lyril will play.
* Go back to the center room. If Lyril isn't there, knock on here doors
and she should come out.
* Go over to the wooden control unit and slide the horizontal switch.
Bird Man should come in and attack Lyril (maybe to shut her up!). Slide
the horizontal lever to move the magnet as close to the Bird Man as possible.
Now pull the vertical lever repeatedly until the Bird Man gets trapped
on the magnet.
* Click on Lyril. She now trusts you. Listen to everything she has
to say.
* Go to the central control arm in the room and pull it towards you.
* From this room you must retrieve the following items: a circuit board
from the box in front of you, an odd shaped item with three extremities
from a square box, three various items from the three wooden crates (these
items connect together to form a replacement part for the porthole generator
in another part of the Temple), and finally, the drawing from the wall
above the large display / control unit.
* Click on the control unit in this room (left, then right buttons).
Note the coordinates which are displayed (22.01 degrees north, 119.11 degrees
west). These are the coordinates to the volcano.
* Use the central lever to go back up to the main floor.
* Now push the lever away from you to ascend to the dome. Lyril will
join you there.
* You will see three power modules at the side of this room. Plug in
the one to the far left.
* Go to the main control unit and pull the main, center breaker (has
4 red lights beside it). Flick the large switch to the right of the breaker.
Turn on the four monitors to the left and the one to the right. The monitor
to the right has a couple of dials. Turn the first dial until you see a
picture of the lighthouse. Turn the second dial until you see a picture
of Krick's laboratory. Click the small, black button on the second dial
to set the destination. The screen will change to black with red.
* Look at the LOWER part of the center console. Pull the large, left
lever down (extends platform) and then pull the right lever (opens roof).
Push the lower, left button (to power the lower monitor) and align the
lines on the screen with the center of the circle by using the four control
knobs around the monitor. Lower the two small levers at the top of the
monitor. Pull the small breaker at the bottom right of the monitor (it
will reset itself).
* SAVE YOUR GAME HERE
* Pull the large, slider lever to the right. Watch the gauge carefully.
Click on the slider lever again as soon as the gauge is on the red line
(must be exactly on the red line...not below or above but ON the red line).
If it goes past the red line the unit will blow. If it does, you can either
start a saved game of replace the module with the one from your inventory
(located at the very top of the control unit in a cupboard).
* Pull the breaker under the monitor again. The porthole will be created
on the platform. Go into the porthole. Lyril will (of course) have a few
more words for you as you enter the porthole.
Lighthouse
* Exit the lab and go into the study / den. Click on the puzzle
box.
* Click your medallion onto the gray disk followed by your two red,
tear shaped pieces. Click the top button. Here you must line up the shapes
(patterns may change from game to game). Start with any shape and line
up all of the rings with the same shape. Keep doing this until you hear
a click and then move onto the next shape. Once you've gone through all
of the shapes, the puzzle should be almost completely unlocked. Now enter
the shapes in the sequence which the cube displayed to you on a piece of
paper earlier (usually circle, triangle, square, cross). The puzzle is
finally complete (and you hear a really bad piano riff). Take the small
bottle.
* Go back into the lab. Go up the stairs and replace the green bulb.
Take another bulb from the white box (last one). Reset the computer and
then pull the switch on the control unit. Enter the porthole.
Tower
* Go up the tower's stairs and into the first door (where Bird
Man was working).
* Go down the right side passage way.
* You will see a crane. Click on the crane's control box. Notice two
round weights and a metal ring behind the crane. Also notice a platform
under the crane's hook.
* Use the crane's horizontal control lever to place it's hook directly
above one of the weights. Lower the crane's hook using the vertical switch
and pick up the weight. You must be EXACTLY over the weights etc. for the
vertical switch to work. Now bring the weight over to the platform and
release it there. Do the same thing for the second weight. Use the same
action to lift the metal ring. This will cause the gate to open. Note:
If you have trouble centering the weights over the platform, you may turn
to the left or right and the crane will center itself over the platform.
* Walk towards the sub. Spin the fly wheel on the control unit to extend
the bridge. Lock the bridge in place by click on the black locking arm.
Submarine
* Open the submarine's hatch and get in. Go to the front of the
sub and turn the key which is under the wheel.
* Take the lever control arm out of your inventory and place it in
the small, cylindrical tube to your right. It is the throttle control arm.
* The three keys to the left (from bottom to top) are for powering:
diving control, navigation computer control, main engine control.
* The two keys to the right control the door locks. The first one is
for the bridge door and the second is for the engine room doors. Make sure
both are in the upright position at all times.
* Note that the three keys to your left are in the off position when
facing you.
* You will often lose all power if you turn all three system on at
the same time.
* Turn only the bottom key on for now.
* Back up and click on the "computer" unit to your left. This is your
diving control unit (the light is flashing so you know there is power).
Pull the two small levers down. Spin the first wheel. Water will begin
to enter the left tube. When the water reaches the blue line, quickly spin
the second wheel. The sub will dive.
* Now turn on your main engine power key (top key). Go to the back
of the sub and open the door by spinning the fly wheel. Go into the engine
room. You know there is power here because of the blue lights and steam.
Pull the large lever to the right to engage engines.
* Now that the main engines are running, you may turn on the final
key (navigational computer power).
* Go to the center of the sub. There are a few small tubes beside the
navigation control pad. The tube to the right has a map in it. The map
gives the coordinates of 20.67 degrees north, 118.96 degrees west. These
are the coordinates to the shipwreck. These ones are much more accurate
than the ones from the map in the bottle on the beach.
* Click on the globe beside the navigational control pad. The monitor
is displayed. Click on the control pad's left, golden globe (north positioning)
and enter 20.67. Click on the control pad's right, golden globe (west positioning)
and enter 118.96. Now press enter.
* The new position to the shipwreck is now displayed on the monitor.
While you are here, enter the coordinates for the volcano. They are 22.01
degrees north, 119.11 degrees west. Press enter.
* To summarize, there are now four locations displayed on the map.
The top one is the Volcano, the center one (island) is the Fortress, the
one to the right is the Tower and the bottom one is the Shipwreck.
* Click on the bottom red star for the shipwreck. The coordinates will
be automatically entered. Press enter.
* Go to the front of the sub and push the throttle lever forward to
sail to the shipwreck.
Shipwreck - Mini Submarine
* Go to the back of the sub and go down the hatch. This is the
Mini-Sub.
* Pull the second white lever above your head to close the hatch. Now
pull the first lever to unlock the mini sub. Turn to your right and pull
the diving lever. Pull the first switch on the far right of the windows
to activate the robot arm and controls. The ball in the center directs
the sub and the left control arm activates the motion. You must click on
either side of the ball (NOT on the ball).
* Perform these motions with the mini sub: set the ball to the right
and pull the lever, now just pull the lever again without touching or setting
the ball, set to the right and pull, set to the right and pull, set to
the right and pull, just pull without setting the ball.
* When the mini sub is over the opening in the front of the boat, turn
to your right and pull the diving lever again to lower the sub into the
opening.
* Turn the sub twice to the left or until you see a hook on the wall.
Move your robot arm slightly to the left and slightly more up. Use the
other switch to extend the arm for grabbing. You must get that hook. You
must have the arm in the exact position in order to do this. You will have
to fine tune your robot arm's position in relation to the hook in order
to get it.
* Once you have the hook, use the diving switch to ascend again. Once
you are out of the ships hold, enter these movements: left, left, just
the arm-no ball, left, left, just the arm-no ball.
* You will see a skull. Pull your dive switch to ascend. Turn the sub
once to the left. You will see a safe here. There are two pieces of wood
against the safe. Use the robot arm to remove the lower one (hard to see).
You will not be able to move the other piece of wood with the arm. Now
turn the sub to the left once. You must now put the hook (at the end of
the remote arm) into the hole in front of the sub. Once again you will
have to find tune the arms position in order to get the hook in. Once you
get it in, the second piece of wood will fall away. Use the arm to open
the safe and then to retrieve the item inside. The mini sub will return
to the main submarine.
* Turn on the main ignition key and start the main engines from the
engine room. Turn on the navigational power key (center key). Go to the
navigation control pad.
* Click on the center position on the map (the Fortress island). Press
enter on the control pad. Go to the front of the sub and push forward throttle
lever. Once at the Fortress, exit the sub through the hatch at the back
of the sub.
Fortress
* Turn to your right. There is a fishing rod on the dock. Click
on the reel to bring in the fish. Go inside the Fortress and into the power
control room. You will see a machine with a lever on the left and a bar
extending from the right. Pull the lever. On the other machine (with brick
base) click and hold the lever arm to raise it. Pull the other lever to
start the windmills and the electricity.
* Exit this room and click on the large table saw (not the one with
the horned head). Turn on its power and cut yourself two long pieces of
wood. Now go to the other table saw (with horned head). Take a piece of
wood from under the table and cut it. Take the cut pieces. Do this as many
times as you can (4). You will use all this wood to make a bridge. However,
if your timing is off, a monster will come out and tear it all down.
* Go back into the power control room and up the stairs. Go into the
tower and then up the ladder. Look up and you will notice a hook. Attach
your fish to the hook. The idea is to make the monster come up here to
get the fish rather than spending all his time busting up your bridge.
* To see the monster, go down the hatch and open the door which is
sided by two pedestals (he won't hurt you).
* If you turn around you will see a locked compartment at the base
of the statue. You will need to unlock this later.
* Go back down into the Fortress and look out the window. You may see
the Dark Man teasing the monster with a fish. Back far away from the window
and then go back and look out again. Notice that you can look up and down.
The idea hear is to repeat this motion until to see the monster walking
above to the RIGHT (into the tower to get the fish). As soon as you see
the monster actually enter the tower (i.e. he goes out of sight - you may
have to look out the window several times to get this scene) immediately
enter the darkened doorway behind you. You can now build you bridge by
place the two long boards down first followed by the planks. Cross your
bridge into the metal shop.
* Go up the stairs. Pull the pin from the back of the cannon. Take
a cannon ball, package of gun powder and a fuse into your inventory. Open
the top of the cannon and insert your powder and then the ball. Close the
cover and insert your fuse into the hole. Click on the telescope to the
right to get a close up of the monster trying to get the fish. Light your
lighter and then the cannon's fuse. The monster will no longer be a problem.
* Go back into the metal shop and collect some fire wood, some coal,
the metal casting mold from the table and some metal bars.
* Put the wood and the coal into the oven. Light your lighter and use
it on the wood in the oven. Put your metal bars in the hanging pot. Place
your casting mold in the center of the table. Pull the right lever to send
the pot into the fire. Make sure to leave it in there long enough to melt
the bars (at least 30 seconds). Pull the lever again to retrieve the pot.
Press the button to pour the metal. Pull the other lever to put the mold
into the water. Pull it again to retrieve the mold. Open the mold and take
your new piece of metal work (its actually a replacement part for an airplane).
* Go back to the power control room and go upstairs. Go into the tower
and through the door where you seen the monster. Go into the next tower
where you will see an airplane. Click on the work table and take the key.
Use this key to unlock the compartment at the base of the state in the
other room (tower). Take the item from the compartment.
* Go back to the airplane. Replace the broken piece on its side with
the one you just made in the metal shop. Pull the large floor lever by
the table. Turn around to the power regulator and flip the switch to positive
(+). Crank up the power.
* This paragraph is not necessary for this walkthrough. The following can be explored just for fun or for future games (save your game, check it out, and then restart the saved game if you like). You DO NOT have to do the following.....Get inside the airplane and turn the left crank. Slide the horizontal switch to the right. Pull the black lever down. Push the main release lever forward. You will fly to the roof of the temple (where there is nothing left to do).
* Exit the Fortress and go back to the sub. Turn the main power key and then go start the main engines. Turn on the navigational power key. Go to the navigational control map and click on the top red star (volcano). Go to the front of the sub and engage throttle lever. You will travel into the volcano. Exit the sub.
Volcano
* Turn to your left to see the Dark Man in the window.
* Click on the side, storage compartment to the train and take the
cutters and dynamite.
* Use the cutters on the lock on the fence. Open the fence.
* Notice the hook at the back of the train and the digger in front.
* Get into the train. Flip the main power switch behind you. Click
on the red button to start the train. Clicking above the control lever
makes the train go forward. Clicking behind it makes it go in reverse.
The gray lever is used to switch between tracks and may take some getting
used to. The center button is used for the digger and the other two controls
(top left) are used for the hook and winch. To stop the train at anytime,
click in the center of the control arm (no need to cut power by pressing
the red button).
* Go forward until the train stops by itself.
* A red button at the lower, left of you screen indicates that an external
view is available. Click on the button to get an exterior view.
* Click on the green machine to display a close up. Pull the lever
to rise the train to the main tracks. Once you've ascended, click on the
exterior view button again to get back inside. I call this piece of circular
tack which you are on the "main intersection." When two individual tracks
meet inside a tunnel I call it a "track intersection." Remember that because
I'll use these terms a lot. I will also give you lots of positions based
on your compass readings. You can use you compass at the main intersection
when you access the exterior view. This part of the walkthrough would be
impossible (well almost) without those readings.
* For now, simply go forward until the red exterior view button comes
on. Stop the train when it does. It will come on inside a large tunnel
with three tracks.
* When you get to this point, go to the external view and click on
the box in the middle of the tunnel. Take the metal rod from the box. Click
on the exterior view of the train and take the wrench from the storage
compartment. Now click on the switching box post in the tunnel and insert
the metal rod. Tighten the rod with your wrench to active power to the
switcher boxes. Click on the exterior view button again and go forward
to the main intersection. Stop at the main intersection.
* Click on the exterior view. Click on your compass from your inventory
so that it displays in the upper right section of your screen. Click on
the small wooden pillar and open it up. These units allow you to rotate
the train to go down the different tunnels. Crank the handle. Rotate the
train until it is facing north (north at the top of the compass). From
the exterior view, you will often need to use your cursor to look left
and right for the rotating control pillar (got that?).
* Go north and take the left track. Do this by clicking on the switching
lever (gray) well before you come to the track intersection. If you pass
it or go down the wrong track, simply reverse and try again.
* The Dark Man will throw some rocks onto the tracks. The train will
come to a stop by itself. Use the exterior view. Select your dynamite from
the inventory and place it on the rocks. Light your lighter and ignite
the dynamite. Proceed forward. The train will stop by itself. Exit the
train. You will see a locked, green door. It leads to the Dark Man's laboratory
(that was fun). Get back into the train and reverse back to the main intersection.
* Rotate the train so that it faces east. You will go past a track
intersection. Wait a few seconds (to get some distance from the track intersection),
stop the train, put it in reverse and immediately pull the switcher lever.
Make sure you go down the correct track.
* The train will come to a stop by itself. Exit the train. You have
found Amanda.
* Everything in these tunnels are controlled by steam via colored pipes.
You can tell that there is no power in the silver pipe by looking at the
gauge. However, the other pipe (dark gray with brown stripes) does have
power (see the gauge). Do not touch the fly wheels yet. For now, only pull
the first breaker switch.
* Turn to your right and select the umbrella from your inventory. Stick
it in the hole when the metal door rises. Once you've lock the door up,
go through. Notice that by pulling that breaker switch, you have raised
the gate in the distance (therefore gray pipes with brown stripes control
gates). You must now get power to the silver pipes in order to rescue baby
Amanda. GET YOUR UMBRELLA BACK.
* Get back into the train and go back to the main intersection. Rotate
your train so that it faces north. Go forward and take the right track
(default - no switching necessary). The gate you just raised was previously
blocking this track.
* Exit the train when it comes to a stop. This is the main valve control
room. Do not touch anything yet. Go through the door to your right and
look over the edge. There is a broken walkway to your right. Click on the
walkway to get a close up. Use your umbrella to pull up the walkway. Now
put the locking pin in place on the walkway (its on the top center - hard
to see). Cross the walkway and raise the sphere. Get inside the sphere
and lower it with the right control lever. Notice the marking on the pipes.
The object is to turn four of the arrows in order to open a chamber at
the bottom. Do not turn the two circular symbols which you will see. Near
the top you will notice two steam vents. If you notice steam coming from
either of these, then you know that you have turned an incorrect arrow.
Use the control on the left to position the arm and the knob to turn the
pipe's arrows. Rotate the first and second arrows you see. Don't touch
the third arrow. Turn the fourth and the sixth arrows and leave the fifth
one alone. The chamber at the very bottom will open. Take the item by sing
the arm.
* You MUST now reset the four arrows to there upward pointing positions.
Do this on your way back up.
* Back in the valve room, turn the wheel for the silver pipe (third
pipe from left). Also turn the wheel for the last pipe (seventh from left).
That will unlock the main door to the Dark Man's lab.
* Get back into the train and reverse back to the main intersection.
* At the main intersection, rotate the train to face east. Go forward
past the first track intersection. Give it a couple of seconds, stop the
train, go in reverse an immediately hit the switcher lever.
* You are back with the enslaved Amanda again (she's pretty good at
those controls). Put your umbrella back into the door's hole when it opens.
Turn the dial on the silver pipe (it now has power). Pull the lever TOWARDS
YOU to activate a magnet. Turn back around to face the controls. Press
the center button to try to pick up a rock with the magnet. Keep doing
this until you get one. Once you have a rock, push the
lever towards Amanda,
and then again. Now press the button to release the rock and free Amanda.
Go around and get her. If you like, you may also get your umbrella.
* Go back to the main intersection and rotate your train to face east.
* Now GO IN REVERSE from the main intersection (yes...that means the
rear of the train is facing west) past where the three tracks come together
in the same tunnel. Once past, go FORWARD past the switching box. Stop
the train after a distance, then go in reverse and use the switcher lever
immediately. The train will come to a stop at a draw bridge. Click the
exterior view button. Lower you hook (controls are displayed in bottom
right of your screen), then raise it to lower the bridge.
* SAVE YOUR GAME HERE
* Proceed in reverse. Stop the train as soon as the exterior view button
becomes available (or you will die). Go to the exterior view. Notice the
bent track. Click on the broken track and remove its peg with your large
pullers (from the storage compartment on the train). Now remove the broken
piece by clicking on it. Now turn to your left and pick up a piece of good
track using your pullers. Put this new piece in place of the bent piece.
Now (after all of that) go forward to the main intersection (because we
have to get you turned around).
* From the main intersection rotate your train so that it points east.
Go forward and use your switcher as you approach the track intersection
(you need to go down the left track - which you just went down backwards)
* The train will come to a stop. Cut a hole in the wall with the digger
(center button). Walk through the hole. Click on the wood piece in the
vice on the table. You can now assemble you "phaser vacuum" cannon.
* Refer to the diagram in your inventory. Start by connecting pieces
1 and 2. Connect piece 3 to 1 & 2. Add piece 4 (with "wings" open)
and piece 5 (with "arms" open). Add piece 6. Close the "wings" on piece
4 and the arms on piece 5. Click on the metal parts at the top of piece
3 to set them both open. Open the top of the gun (piece 3) and put piece
7 inside. Close the top and lock both of the metal parts of piece 3. You
will hear the cannon activate. Press exit.
* Reverse out to main intersection. Face your train north and take
the right track. You will go back to the main valve room. Spin the fourth
wheel to unlock the Dark Man's side lab door.
* Go back to main intersection.
* Point your train east and take the left track at the track intersection
* Exit the train and take the hammer from the storage compartment.
* SAVE YOUR GAME HERE TO ENJOY DIFFERENT ENDINGS
* Open the storage compartment again and click on the dynamite. Attach
the circuit card to the dynamite and then attach the clock. You have created
a time bomb and the counter is ticking.
* Walk through the hole which you created earlier. Now go through the
passage to your left. Have your cannon handy in your inventory. Open the
door and step forward once. Allow the Dark Man to do some of the work for
you. He will place a green light unit in a machine, spin a large wheel
a few times, pull a large floor lever and then a smaller one, then he will
wind up a crank. When he steps towards the large lever in front of the
yellow machine, shoot him with your cannon. Now that you've captured him,
go inside and pull the large lever (in front of yellow machine) yourself.
The porthole will open.
* Don't forget to have a look at the Dark Man in the bottle.
* Click on the chest which is under the table and open it with the
hammer. Take the blue prints.
* Go to the control panel beside Dr. Krick. Pull the far left lever
down to lower the cap. Pull the second breaker switch down and adjust the
dial to the second position (you'll see a wave on the display). Pull the
right hand lever down three times to wake Krick up. (use can play with
these setting to really give Krick some nasty shocks...it's just for "fun"...it
won't wake him up)
* Click on Krick a couple of times (he will complain). Give Amanda
to him and the blue prints.
* Go through the porthole.
The End