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 L I G H T H O U S E
THE ROOST: Martin's Living Quarters

Items to collect:
Amulet, window key, submarine throttle lever, Ionizer, spring, and bat whistle.
Things to do:
Begin collecting Ion Cannon parts and find submarine.
Object:
Realize that you are on two quests: to build an Ion Cannon to defeat the Dark Being, and to find and rescue Dr. Krick and Amanda.

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.




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