2018: Walkthrough by: Louis Koot

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Chapter 2: The Parallel World Part 1:

Beach:

Continue forward on the left of the screen via the forward arrow. You are then standing between the rocks and you get the Slight Right-Angled Arrow. Click this arrow to go a screen further. 

Stand still. In the middle of the screen you see a few boulders. Search on this screen for 2 tiny rock stones that you can grab. One stone is located at the bottom left of the screen and the second stone is found between the two small shrubs that are located at the bottom right of the screen. Grab these two small stones so that you have them in your inventory.

On those boulders you get the slanted left-up arrow. Click this arrow to go further one screen and then you just advance through the forward arrow. You are now on the beach. 

Isn't it lovely to breathe the salty sea air deep through your nose into your lungs? A wooden jetty protrudes a bit into the sea. Go forward to the jetty. When you reach the jetty, turn left. Under the wreckage, which is on the right of your screen, a Blue Bottle protrudes from the sand. Click on the bottle. In the close-up window, click on the cork of the bottle. 

The cork disappears and a Letter comes out of the bottle that appears big in your screen. Read the note.

 It is a kind of cry for help from the crew of a ship that has apparently sunk somewhere on the sea. Write down the coordinates that you read in the letter: "20 degrees North and 118 degrees West". The letter speaks also of a Temple. Click the letter away to store it in your bag. Close the close-up screen and turn right. Go 3 times ahead on the jetty and then turn right. 

In the distance you see a Tower. Go forward once again. To the right a staircase goes down to the lower end of the jetty.

At the lower end of the jetty there is a Big Green Key. Grab this Key.

Turn left, 2 times forward, left and 1 time ahead and you are back on the beach. Turn immediately to the left. 

In the distance you can see the tip of that tower above the rocks. Just before your feet are a lot of stones in the sand. Look for  3 small stones that you can pick up here and pick them up.

When you have found the three stones you turn back to the right and continue forward one time. 

You see 3 small shrubs. Take here the 2 small stones that lie at the shrubs and then move forward one more time. 

You come to a screen where you can continue to move left and right. Continue ahead, on the right, and then continue 3 times ahead and you will be almost at the Tower. 

You get the obliquely left-arrow to the tower. So go to the left and then go forward one more time and you are now at the:

Tower:

The Drawbridge:

You stand in front of the drawbridge of the tower. However, the drawbridge is raised, so you can not go any further. That bridge must come down. There are 2 pillars in front of the bridge. On the bottom of each of the 2 pillars you see a round Ornament. Click on the Ornament of the Left Pillar. This Ornament slides away and a keyhole is visible. Take the Big Green Key from your inventory and click it in that keyhole. 

A niche opens up in the pillar and shows a button. Click on that button and.........you come in the Bridge Puzzle

in the close-up window you can now see that button. It is a kind of Joystick that you can move through the slot. You also see the Bridge Mechanism. It is an iron fence. There is a large Hook at the top right of that fence. At the bottom left of the fence you see a rosette and a small hook. You must  bring that big Hook down to the Small Hook and then up again so that the Big Hook grabs in the Small Hook and then pulls it up, causing the Rosette to turn and the bridge to come down. You move the Big Hook to the left, right, up or down by means of the arrow keys of your keyboard. It is not that difficult, but here is the right route.

If you do this right, the drawbridge will lower. 

Go forward over the bridge. You are then standing in front of the fountain in the wall of the tower. Climb the outside staircase 2 times up.... 

You come to a green door where you get the right-hand arrow. However, we are not going through this door now. That will come later. 

Continue up the stairs and.......almost upstairs you see a green fence at the top of the stone staircase. You also see two bird sticks on the left side of the stairs. To the right a Cuckoo clock hangs on the outer wall of the lighthouse. Go to the fence and...... 2 times ahead and ....What is that thing that comes flying at you? It is a big Mechanical Birdman and it is dangerous, very dangerous. 

The Mechanical Birdman sits on the lower bird stick and it shouts at you. Let's see what happens as you walk on to the green gate.......So, walk forwards to the green gate and......Well .... I have already said that the Mechanical Birdman is a dangerous animal. Fortunately, you automatically get a second chance. You have to get rid of the Birdman. But how? The large Cuckoo clock hangs on the wall and the hands of the clock indicate that it is 3 o'clock. Click once on the green pendulum that hangs at the bottom of the clock.......Nothing happens...........Now do the following

  • Click in your inventory on your hand bag to see its contents. 

  • Take the Toy Bird out of your hand bag and click this in one of your 4 inventory boxes. 

  • The item that is already in that inventory box automatically disappears into your handbag. 

  • Take the small key, from the toy soldier, out of your hand bag and place it also in one of your inventory boxes. 

  • Make sure that at least the pebbles remain in the regular inventory. Close your hand bag by clicking on it again. 

  • Then click on the toy bird in your inventory. The bird appears in the close-up screen, top right. 

  • Take the small key from your inventory and click this on the bird in the close-up screen.

  • Close the close-up screen. Take the bird from your inventory and click the little bird on the door of the cuckoo clock, under the dial. 

  • The bird flutters to the clock, the door opens and the bird disappears into the clock. Click again on the green pendulum of the clock and ......

This time the bird comes out and the bird chirps it for 3 hours. Apparently this is the feeding time because the big Mechanical Birdman is flying away and you can continue. 

So continue ahead to the green gate. Click on the green fence and it will open. 

Go forward and you stand in front of the upper Green Door. STOP .... do not click on the green door yet. SAVE YOUR GAME HERE ....

You must act very quickly in order to prevent that the Mechanical Birdman steals a very important part of the submarine out the room and take it with him. If you do not manage to prevent that, then you have a big problem and you'll have to try to recover that stolen part in a very complicated way. So, you better SAVE your game here now because if things go wrong, you can always try again by loading your Save Game.

Upper room of the Tower

So when you have saved your game here click on the Green Door. The door opens. Go forward through the opened door and you are inside the upper room of the tower. 

Don't be  afraid of the skeleton hanging in the chair, he's really doing anything anymore. On the left wall stands  a large closet and that becomes immediately very important for your.  Right in front of you is the open window. The green Window gate is open. Go forward to the window and ..... BIRDMAN flies out side of the window ........ 

You have to act quickly now......... if you do not act quickly, Birdman will come in through the open window to swipe the T-handle control stick for the submarine out of the closet and then he takes off with it. 

This should not happen. If it happens that Birdman takes off with the submarine T-handle control stick, then it is best to load your last Save Game to try again.

I'll  explain now what you must do.....

Turn left and go forward to the large closet. There are all kinds of drawers and compartments in the cupboard, but now you must quickly click the small drawer at the bottom right.

The drawer opens and you see the opened drawer in the close-up screen. There is a wooden flap in the drawer. 

There are 2 screws on it. Click on the 2 screws to remove them and then click on the cover. The cover opens. In the box lies the Window Key.

Grab the Window Key and quickly close the close-up screen. Zoom out via the short arrow in the middle of the screen and then turn right and .............

......... click on the green window gate .......... The gate is then closing. Click on the keyhole in the gate. The Keyhole appears in the close-up screen. 

Quick ...  Take the Window Key from your inventory and click, in the close-up window, on the keyhole of the green gate to lock the gate.

If you have done all this very quickly, then you have prevented the Birdman from entering the window and swiping the T-handle of the Submarine out of the large drawer of the cabinet and flying away with it. If you were too slow to lock the window, then Birdman steals the T-handle and you can not continue playing this game through this walkthrough. You must try it again via your last Save Game. There is a way to reclaim the stolen T-handle, but that is something I'll explain in the Alternative Lighthouse Walkthrough

If you have locked the window in time, turn back to the cupboard counter clockwise. You must  now take various items from the drawers and the compartments of the large cupboard. For that reason I have numbered the drawers and other stuff. You already had open up drawer 1. That's the drawer where you took out the Window Key.

No open up Drawer  2. You will see the contents of the drawer in the close-up. In drawer 2 you lies the large T-handle for the submarine

Grab the T-Handle out of the drawer and close the close-up screen.

Click on drawer 3. This drawer also opens and appears in the close-up window. There are a number of yellow folders in drawer 3. Click on each yellow folder. 

There are drawings in the yellow folders that you can view. Between 2 of the yellow folders you will find a small crooked key. Grab this key.

Close the close-up. You see a compartment with a glass window in the middle of the cupboard. In that compartment stands a Lamp. To the right of the lamp compartment  are 2 vases, 4 and 5, in space  C. 

Click on vase 4 to take it and then place the vase in space  B, right next to the skull.

Then take vase 5 and and place the vase in space A. 

Space C is now empty. Click in space C and in the close-up window, the compartment with the Lamp appears. 

Click on the side of the lamp compartment, in the close-up window, and the lamp will slide out. Grab the lamp and close the close-up screen.

Now click on the little door 6, above space C. This also appears in the close-up window. Open the door with the little curved key that you took from drawer 3. 

In the compartment behind door 6 you'll find a Pan Flute. Take the Pan Flute and close the close-up.

Click on drawer 7 and you see the contents in the close-up screen. Drawer 7 is full with all kinds of small parts. Among all those things is a black Coil Spring  and you'll need it. So you have to move the stack of small parts so that the Coil Spring becomes visible. First click on the black wheel in the middle, then click in the upper right corner and then click on the small wheel in the middle. Now you see that black Coil.....Grab the Coil Spring from the drawer and close the close-up screen.

Open door 8. Behind door 8 are 9 scrolls.. You can click on 3 of the scrolls to read them.....  Do this. 

You will then read 3 letters written by Martin, the old inventor of this parallel world whose skeleton is so peacefully in here. You read:

"I met a man who comes from the Other World, he says his world is just like our world, but both are in a different time." My research has confirmed that such a thing is possible, but that guy can also We talked to each other for a while, he is also an inventor, I wanted to know more, but the man became very nervous and wanted to leave quickly again I gave him the Golden Sparrow in case he wants to come back . "

"I am now a prisoner of my own creation, he does not allow me to leave the tower and try to enter when I lie down, I can hear him flying around outside my window, I do not know how long I can get outside I am exhausted and my food supply is running out, the Priests have not yet arrived and have not sent an answer to my messages. "

"My Birdman has gone insane, he no longer obeys me, I believe he is now under the influence of the Dark Being, I should not have let him in. I think he discovered our plan. will send a Hawk to the Priests to warn them, and I have given the Crystal Bottle to the doctor of the Other World, I trust him, and the Dark Being will not come to the thought of seeking there. "

If you have read these 3 scrolls, you close the close-up screen. You are now done with the closet. 

Turn left to stand in front of the skeleton of Martin. A Medallion is hanging around his neck. Click on the skull and then grab the Medallion.

Zoom out via the short arrow and then turn left. Open the green door and go forward three times, down the stairs. You will then be back at the Lower Green Door. 

Click on the door with the left arrow. You are right at the door. Open the door and advance 2 times through the corridor.

The hallway ends in the Lower Room and there you see the Birdman. Birdman stands behind a table and is busy with destroying something there. You also get the right arrow. So if you turn right now you will see a tunnel going down. This is the tunnel to the Submarine Cave, but we are not going there yet. Turn left again and go forward to the office and .....

Lower room:

Birdman's sees you coming and he pulls a lever that closes the fence. You can not enter the room now.

Look through the fence at Birdman. Birdman's is behind a table and on the right side of the table you see a "crooked" lever. That is the handle with which Birdman has closed the gate. You have picked up 7 pebbles from the beach. Make sure that these pebbles are now in your inventory and then take them out of your inventory.

Wait until Birdman is standing upright and then throw a pebble, through the fence,  against his head. Immediately afterwards throw a pebble against the lever and the gate opens.

Quickly now........Go Forward to the table. Birdman is still a little dizzy and he staggers to the window and flies away........

Very Quickly now... .... Go forward to the table and turn Right. Click on the green window fence to close it. Click on the keyhole in the window fence.

In the close-up window, click the Window Key again on the keyhole to lock the window fence

Birdman can not enter now. Close the close-up screen.

If you were are unable to close this window  in time and lock it up, then Birdman will come back in to destroy the Remote Control with a hammer .....No worries ..... the only thing Birdman has done is to ram the antenna of the remote control. This antenna is then on the ground. The antenna is next to the hammer. Then you just pick up the antenna and click it again on the remote control and you can continue.

Turn left. You are now standing in front of the work table where just that Birdman was behind. There are all kinds of parts and tools on the table. To the left, behind the worktable. is a smaller table with a device. That device is a Remote Control and you need that thing very quickly.  Click on the work table with your usual arrow cursor to zoom in on it. In the lower center is a large round 4-headed key. Grab this round 4-headed key. At the top right is a pile of wheels and screws. Grab this pile of parts. 

That pile of parts and those 4-headed keys are the only 2 items you can get from this table, so you can not miss them.

The remote control:

Zoom out of the table. Click on the Remote Control on the small table with the Slanted Right Down Arrow. 

You zoom in on it. Grab the Remote Control.

The remote control thing ends up in your inventory. Zoom out. Click on the Remote Control in your inventory. The intention is that the Remote Control will end up in the top right-hand corner of the screen. However, this does not happen because the Remote Control is broken. You must first repair the thing. Turn left. You now see a part of the large work table". There is a large Mechanical Arm at this table with a Screwdriver attached to it

Place the Remote Control under the Arm on the table. The Remote Control comes with the back to you on the table. There is a screw in the back.

Click on the Remote Control.  It appears in the close-up screen and you also see the screwdriver. 

Click on the screwdriver. The screwdriver loosens the screw and the rear of the remote control is opened.

At the bottom of the Remote Control you see 2 nuts. There is a spring between the two nuts. That spring is broken and needs to be replaced.

Take the 4-headed key from your inventory and click on the left nut. You loosen the nut a turn. Repeat with the right nut.

Then click on the spring to remove it. Click on your bag in your inventory and take out the spring. 

That is the spring  you took from Drawer 7 of the cupboard in the Upper Work Room. Place this Spring in the Remote Control between the 2 nuts.

Click again on the screwdriver to close the Remote Control again. Take the now repaired Remote Control from the table.

The Bat plane

Turn around and leave this room and go back through the hallway to the green door. Open the door and turn right outside. Climb the stairs all the way up again to the upper green door, open the door and go back inside. You are back in the Upper room. Go forward to the window and then turn right twice. 

To the right of the bed you see the bottom of a ladder that hangs down from the ceiling. Look up via the up arrow. The ladder hangs under a hatch in the ceiling. The ladder is too high.  Click on the Remote Control in your inventory. The Remote Control will now appear in the top right-hand corner of the screen. 

The Remote Control has a screen, a round button and 3 small square buttons. Click on the left square button. 

LADDER appears. Click on the round button to ACTIVATE and ..... the ladder under the hatch now slides down.

Note: The other 2 square buttons on the remote control are the ATTACK and the PATROL button. In this walkthrough you'll not use these two buttons .These 2 buttons can only be used if the Birdman has stolen the T-handle of the Submarine to get the T-handle back. But I'll explain this in my  ALTERNATIVE Lighthouse walkthrough

Close the close-up screen to store the Remote Control back  in your inventory. Now click with the Up arrow on the hatch. The hatch opens and you'll end up on the:

Attick

You're standing for a  "curved" rail. So the rail goes up. At the highest point of the rail is the BAT PLANE with which you can fly to the TEMPLE. Turn right. You can see that the rail goes out through the open hatch doors. At the bottom of your screen, and thus just in front of the rail, there are 3 Gear wheels. Click on the gears. You grab 2 of the 3 gears and you have them in your inventory.

Turn back 2 times left. There's a table on the left of your screen. Click on the table with the Slanted Left Down arrow. You zoom in on the table. 

In addition to drawings and scissors, there's also a small oil lamp on the table. At the top right of this oil lamp, and thus directly above the scissors, lies a small Imbus key. Grab this Imbus key.

Zoom out of the table and turn around. Now go forwards, under the rail. You are then on the other side of the rail. Through the opened large hatch doors you can see the sea and land in the distance. On the left wall is a solid wooden supporting pillar. Three hooks hang from this pillar. A Crank hangs on the bottom hook. Take the Crank

Then turn right 3 times. You see a ladder and, to the right, an iron bar with a thick lever house attached to it. Go forward to the lever house on the iron rod.

NB: the ladder will take you to the LOFT. On the Loft is some kind of flying machine that you can use to fly after Birdman when it has stolen the T-handle of the Submarine. I explain how this goes in the ALTERNATIVES.

You are  zoomed in on the lever. However, the lever is stuck in a bracket. On the right side of the lever house you can see a small screw hole. Take the small Imbus key from your inventory and click this in that tiny screw hole. The bracket will open and now you can click on the leverDo not be afraid .... there is no BOOM or something bad going to happens ........ 

Click on the black lever and .....

The BAT PLANE comes sliding down the rail and stops at the end of the rail and the brake is applied. Zoom out of the handle and turn around. Go to the Bat plane via the Slanted Right Up Arrow. You are standing in front of a small pillar with three round holes. There is already a gear in the top hole but the other two holes are empty.

Behind the pillar you see the Bat plane. On the left is the black cockpit of the plane. Click on it. The cockpit opens and automatically you are in the cockpit and the lid closes again.

Sitting in the cockpit of the Bat plane you can see a lever on the left. The handle is locked via a black bracket. Right in front of you, you'll see a screen. In the screen you see a pointer. The pointer is now fully left in the screen. On the right in the screen you see a blue and then a red part. Well .... the Bat plane has no power.  You must power up the Bat plane so that the pointer in the display is about halfway in the blue area. The pointer may not come into the red area. To power up the bat plane you must leave it now.  Above the screen you can see the handle of the cockpit. Click on that little handle and you are automatically outside the Bat plane again and again for that pillar. Now move forward to the pillar. 

You are zoomed in on the pillar. Take the 2 gears from your inventory and click them in the 2 holes. Then grab the Crank from your inventory and click it in the middle gear.

You now have to turn the gears clockwise with the Crank. You have to do this quickly and you have to turn the crank all the way around 12 or 13 times.

You have to do it with your mouse. You have to make small circular movements with your mouse. Click with your normal arrow cursor on the handle of the crank and then hold down your left mouse button. Then make small circular movements with your mouse while holding down the left mouse button and turn the crank around 12 or 13 times. 

Then stop and click again on the black Cockpit of the Bat plane  .

You are back in the Cockpit. If you have done the revolving of the crank correctly then the pointer in the display is now halfway through the blue box

.

If the pointer in the display isn't halfway in the blue then the Bat plane has still no power. You must do the turning of the crank again then.

Click on the gray screw of the black bracket that holds the handle on the left. The black bracket then comes up. Then click on the lever and.........

 Enjoy your flight with the Bat plane to the Temple. 

Chapter 3: Parallel World part 2: The Temple:

2018: Walkthrough by: Louis Koot