Save your game
You are about to encounter several optional paths.
Go along the spiral stairs, passing one hallway to
the right, and stop at a gate. Attempting to open the
gate will attract a mechanical hawk, the invention of
Dr. Krick's parallel counterpart, Mr. Martin.

There are two ways to get past the hawk: distract
it with the cuckoo clock or throw three stones at it.
Since you'll need two stones for a side route later,
make sure you have at least five if you take the
aggressive tack. The more elegant approach is to
click on the little mechanical bird in your inventory
and use the wind-up key on it in the inset view,
allowing it to fly to the clock. Then set the
pendulum in motion and the singing cuckoo will scare
the hawk away.

Enter Martin's living quarters and meet the former
scientist. He's the skeleton in the chair. Pick up
the amulet around his neck (it's the piece that
allows you to solve the box puzzle back in Dr.
Krick's study) then click on Martin's skull just for
grins.

That's Martin reclining in his chair
Your quest is for the bulbous bottle-like thing
behind the glass door in the desk and the submarine
throttle in the desk drawer. But if you click on more
than one desk drawer or location, a mechanical
birdman will fly through the window and steal the
throttle, making your life very complicated.

Save your game
For fast gameplay lock the window to keep the
birdman out. Otherwise, if you want to battle it out
for that throttle in another location, by all means
let him take it. Plus it's a kick to see the bird at
work. (By the way, he'll never hurt you.)

To lock the window, open the small, barely
visible, lower right drawer, move the screws out of
the way, open the compartment, and pick up the key.
Use it on the open, barred window. Now rifle through
the drawers. The large desk drawer contains the
submarine throttle lever. To reach the Ionizer you
need to move the vase from the left shelf to the
upper shelf, then move the two vases from the right
shelf to that left vase alcove. Then click on the
wall to the right of the Ionizer which releases it
through a sliding door.

The file drawer has a key in one hanging file
which is needed to unlock the upper right desk
compartment. There you will find a bat whistle which
has no apparent use in the game. The upper left
drawer contains a spring, under more desk detritus,
that you'll use later. You need to click on three
locations to finally get down to it. Finally, the
scrolls behind the door to the left of the glass door
relate the tale of how Martin's mechanical marvels
turned on him, trapping him in his own apartment.

Now it's off to the submarine. This is one of this
game's true bugaboos. First, there's no way to know
there is a sub. And finding it is extremely
difficult. We're here to help. Go back to the
stairway and go down and turn into the lower hallway.
Go forward once and turn right (you'll come back here
later). If we hadn't told you this little passageway
was here, we bet you'd have missed it. Go down to the submarine.

Note: You may go forward to get some stuff that
you'll need much later. But if you follow this
walk-through, you'll come back here later and the
process will be much easier. If you want to do it now
here's what you'll need to do:

Attempt to enter workshop where mechanical bird is
busy. He'll close the grating. Distract him by
throwing a stone at him, then immediately throw a
stone at the lever to the birdman's right. Enter and
use your window key to lock the window. You need to
fix the transmitter that's on the work bench. Pick up
the bizarre wrench on the large table, move the
transmitter to the workbench, use the drill to open
the back, use the bizarre wrench to loosen the two
nuts, remove the broken spring, replace it with the
one in your inventory, then click the transmitter. If
it lights up, it's fixed; if not, you missed
something or you did not lock out the mechanical
birdman. He'll break the antenna, so find another
antenna and replace the one broken by the birdman.
Now it should work.

And now head down to the submarine.