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 L I G H T H O U S E
TEMPLE OF THE ANCIENT MACHINES

Items to collect:
CD, Ion Cannon diagram, Dark Domain's navigation coordinates, circuit board, and Ion Cannon power supply.
Things to do:
Learn about priests from Liryl, capture birdman while he's tormenting Liryl, and teleport back to Dr. Krick's lighthouse.
Object:
Learn more of the game's "back story," find one more Ion Cannon part, and see the volcano where you will face your greatest challenge.

Go downstairs, through the room to the exterior walkway. Turn left and go as far as you can and turn left into that door. Find the CD in the sculpture by first ringing both chimes to open an eye, ringing the chimes to open the bud, dragging the two perpendicular arms to opposite sides to open a slot, pulling the "pistil" down, ringing both chimes again, then quickly moving that weird lever at the back. Out pops the CD.


The Temple with Ornithopter en route

Go back to the left chamber and play the CD on the machine to the left to hear Liryl's story. Enter the center chamber to hear more of her tale directly from her. Show her parts of the Ion Cannon to get a clue. Go to the control console and try out the controls, which should cause the birdman to enter and harass Liryl. Capture him by moving the magnet over his head and lowering it. The timing is tricky. That will make Liryl grateful and she'll allow you to use the lever in the center of the room to descend or ascend. If she's reticent, click on her again, or leave the chamber and return several times, clicking on her door. If all else fails, offer her the shells from the bookcase or from the base of the Temple cliff (there's an elevator outside).

Descend to the machine room by pulling back on the control in the center of the room, and pick up the Ion Cannon diagram. You may want to do a screen grab with ALT-Print, then use a graphics program to display and print it out. It will come in handy toward the end of the game. Get the Dark Domain submarine coordinates by clicking the rams' horns. Pick up the circuit board from a snowman-like contraption and the Ion Cannon power supply from the labeled box. No need to pick up extra parts from the crates unless you blow a fuse in the upper level.

Ascend to the upper level. Your goal is to restore power to the transport device and return to Dr. Krick's lighthouse to get one more Ion Cannon part. Plug in the far left battery, move the main power lever to the right of the four pink circles, turn on the large monitor to the right, use the left lever to find the lighthouse and the right lever to select the study as your destination. Click on the small silver button to the right to lock in the coordinates. You know you did it right if a red square appears on the monitor.


The CD puzzle

You may turn on the four monitors to the left and pull the gong cord, but neither action is required to complete this task.

Move the transport podium by pulling the lever below and on the left side of the control panel. Open the solar panel by moving the lever on the right side. Click a button to the lower left to turn on the alignment system, and adjust the four alignment dials.

Save Your Game

It's very easy to blow a fuse here, which you can repair with parts from the Machine Room. Wait for the meter to reach the left edge of the red zone, then flip the switch below the alignment monitor. Walk to the podium and say hello to the lighthouse.

Alternatively, if you are in a hurry, you can speed up the power-up process by moving the slide lever above the meter, flipping the switch at the bottom just as the needle moves to the edge of the red zone. Timing is critical and you may blow a three-piece fuse. If so, it's above the panel. Remove it, go to the Machine Room, pick up the three pieces from the crates, assemble them, and place the finished part in the panel section.




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