ON BNET: Are you dressing like an underling?
CNET Networks Entertainment:
GameSpot: TGS 2008
GameFAQs
SportsGamer
MP3.com
TV.com
Metacritic

PreviousTable of ContentsNext

 L I G H T H O U S E
DR. KRICK'S LIGHTHOUSE

Items to collect:
Letter, two keys, crowbar, Dr. Krick's notebook and notes, compass, baby formula (optional), toy soldier's wind-up key, letter opener, mechanical bird, gems, seashells, and alarm clock.
Things to do:
Enter Lighthouse, read notes, and watch kidnapping.
Object:
Learn about Dr. Krick's experiments and disappearance into parallel world while preparing to follow him and his infant daughter.

First get the letter out of the mailbox (you'll open it later). The lighthouse is locked and the electricity is turned off. You'll find the front door key under one of the four objects on the stoop. Drag each one to the side to locate the key. The shed key is in the lamp to the left of the door. Go behind the house, unlock the shed, open the fuse box ,and reset the two small circuit breakers (the large one won't stay closed yet). Also pick up the crowbar.


Lighthouse exterior, after leaving cottage

Unlock and enter the front door. If you hear Amanda crying (she's in the second room to the right), you can soothe her with a formula bottle from the refrigerator from the room on the left, or let her cry. A while later, when she sounds really agitated, she's about to be kidnapped. Go and watch.

Save your game here.

There's no need to follow her but if you feel like it, go ahead and enter that glowing oval. You'll have a darned hard time getting back, but the exploration might be intriguing.


Amanda kidnapped

While in Amanda's room pick up the toy soldier on the floor and click it again to remove its wind-up key. Also pick up Dr. Krick's notes on the nightstand and the alarm clock on another table.

In the living room pick up the compass behind the glass doors of the bookcase and Dr. Krick's notes on the kitchen counter.

In the study, pick up the shells, gems, and bird from the display case. Open the roll-top desk and pick up Krick's notes. There is a very complex box puzzle here that is unsolvable at the moment, but you can mess with it just to see what you're up against.

Now get the letter opener from the top right drawer of the roll-top desk and use it on the letter from the mailbox. It reveals the combination to the safe located behind several books on the bookshelf in this room. Move the books, then open the safe like a regular combination lock, right-left-right, going past the numbers on each but the last turn. You know you've done it successfully when the inset view changes. Get Dr. Krick's notebook from the safe (despite what the letter says, there is no will). All the accumulated notes enter the notebook. We strongly recommend skimming through Dr. Krick's notes. They detail a fascinating story and form the basis for much of the gaming to come.




top of pagePreviousTable of ContentsNext