Volcano
* Turn to your left to see the Dark Man in the window.
* Click on the side, storage compartment to the train and take the cutters and dynamite.
* Use the cutters on the lock on the fence. Open the fence.
* Notice the hook at the back of the train and the digger in front.
* Get into the train. Flip the main power switch behind you. Click on the red button to start the train.
Clicking above the control lever makes the train go forward. Clicking behind it makes it go in reverse.
The gray lever is used to switch between tracks and may take some getting used to. The center button is
used for the digger and the other two controls (top left) are used for the hook and winch. To stop the train
at anytime, click in the center of the control arm (no need to cut power by pressing the red button).
* Go forward until the train stops by itself.
* A red button at the lower, left of you screen indicates that an external view is available. Click on the
button to get an exterior view.
* Click on the green machine to display a close up. Pull the lever to rise the train to the main tracks.
Once you've ascended, click on the exterior view button again to get back inside. I call this piece of
circular tack which you are on the "main intersection." When two individual tracks meet inside a tunnel I
call it a "track intersection." Remember that because I'll use these terms a lot. I will also give you lots of
positions based on your compass readings. You can use you compass at the main intersection when you
access the exterior view. This part of the walkthrough would be impossible (well almost) without those
readings.
* For now, simply go forward until the red exterior view button comes on. Stop the train when it does. It
will come on inside a large tunnel with three tracks.
* When you get to this point, go to the external view and click on the box in the middle of the tunnel.
Take the metal rod from the box. Click on the exterior view of the train and take the wrench from the
storage compartment. Now click on the switching box post in the tunnel and insert the metal rod.
Tighten the rod with your wrench to active power to the switcher boxes. Click on the exterior view button
again and go forward to the main intersection. Stop at the main intersection.
* Click on the exterior view. Click on your compass from your inventory so that it displays in the upper
right section of your screen. Click on the small wooden pillar and open it up. These units allow you to
rotate the train to go down the different tunnels. Crank the handle. Rotate the train until it is facing
north (north at the top of the compass). From the exterior view, you will often need to use your cursor to
look left and right for the rotating control pillar (got that?).
* Go north and take the left track. Do this by clicking on the switching lever (gray) well before you come
to the track intersection. If you pass it or go down the wrong track, simply reverse and try again.
* The Dark Man will throw some rocks onto the tracks. The train will come to a stop by itself. Use the
exterior view. Select your dynamite from the inventory and place it on the rocks. Light your lighter and
ignite the dynamite. Proceed forward. The train will stop by itself. Exit the train. You will see a locked,
green door. It leads to the Dark Man's laboratory (that was fun). Get back into the train and reverse back
to the main intersection.
* Rotate the train so that it faces east. You will go past a track intersection. Wait a few seconds (to get
some distance from the track intersection), stop the train, put it in reverse and immediately pull the
switcher lever. Make sure you go down the correct track.
* The train will come to a stop by itself. Exit the train. You have found Amanda.
* Everything in these tunnels are controlled by steam via colored pipes. You can tell that there is no
power in the silver pipe by looking at the gauge. However, the other pipe (dark gray with brown stripes)
does have power (see the gauge). Do not touch the fly wheels yet. For now, only pull the first breaker
switch.
* Turn to your right and select the umbrella from your inventory. Stick it in the hole when the metal door
rises. Once you've lock the door up, go through. Notice that by pulling that breaker switch, you have
raised the gate in the distance (therefore gray pipes with brown stripes control gates). You must now get
power to the silver pipes in order to rescue baby Amanda. GET YOUR UMBRELLA BACK.
* Get back into the train and go back to the main intersection. Rotate your train so that it faces north. Go
forward and take the right track (default - no switching necessary). The gate you just raised was
previously blocking this track.
* Exit the train when it comes to a stop. This is the main valve control room. Do not touch anything yet.
Go through the door to your right and look over the edge. There is a broken walkway to your right. Click
on the walkway to get a close up. Use your umbrella to pull up the walkway. Now put the locking pin in
place on the walkway (its on the top center - hard to see). Cross the walkway and raise the sphere. Get
inside the sphere and lower it with the right control lever. Notice the marking on the pipes. The object is
to turn four of the arrows in order to open a chamber at the bottom. Do not turn the two circular symbols
which you will see. Near the top you will notice two steam vents. If you notice steam coming from either
of these, then you know that you have turned an incorrect arrow. Use the control on the left to position
the arm and the knob to turn the pipe's arrows. Rotate the first and second arrows you see. Don't touch
the third arrow. Turn the fourth and the sixth arrows and leave the fifth one alone. The chamber at the
very bottom will open. Take the item by sing the arm.
* You MUST now reset the four arrows to there upward pointing positions. Do this on your way back up.
* Back in the valve room, turn the wheel for the silver pipe (third pipe from left). Also turn the wheel for
the last pipe (seventh from left). That will unlock the main door to the Dark Man's lab.
* Get back into the train and reverse back to the main intersection.
* At the main intersection, rotate the train to face east. Go forward past the first track intersection. Give
it a couple of seconds, stop the train, go in reverse an immediately hit the switcher lever.
* You are back with the enslaved Amanda again (she's pretty good at those controls). Put your umbrella
back into the door's hole when it opens. Turn the dial on the silver pipe (it now has power). Pull the lever
TOWARDS YOU to activate a magnet. Turn back around to face the controls. Press the center button to
try to pick up a rock with the magnet. Keep doing this until you get one. Once you have a rock, push the
lever towards Amanda, and then again. Now press the button to release the rock and free Amanda. Go
around and get her. If you like, you may also get your umbrella.
* Go back to the main intersection and rotate your train to face east.
* Now GO IN REVERSE from the main intersection (yes...that means the rear of the train is facing west)
past where the three tracks come together in the same tunnel. Once past, go FORWARD past the
switching box. Stop the train after a distance, then go in reverse and use the switcher lever immediately.
The train will come to a stop at a draw bridge. Click the exterior view button. Lower you hook (controls
are displayed in bottom right of your screen), then raise it to lower the bridge.
* SAVE YOUR GAME HERE
* Proceed in reverse. Stop the train as soon as the exterior view button becomes available (or you will
die). Go to the exterior view. Notice the bent track. Click on the broken track and remove its peg with
your large pullers (from the storage compartment on the train). Now remove the broken piece by clicking
on it. Now turn to your left and pick up a piece of good track using your pullers. Put this new piece in
place of the bent piece. Now (after all of that) go forward to the main intersection (because we have to get
you turned around).
* From the main intersection rotate your train so that it points east. Go forward and use your switcher as
you approach the track intersection (you need to go down the left track - which you just went down
backwards).
* The train will come to a stop. Cut a hole in the wall with the digger (center button). Walk through the
hole. Click on the wood piece in the vice on the table. You can now assemble you "phaser vacuum"
cannon.
* Refer to the diagram in your inventory. Start by connecting pieces 1 and 2. Connect piece 3 to 1 & 2.
Add piece 4 (with "wings" open) and piece 5 (with "arms" open). Add piece 6. Close the "wings" on
piece 4 and the arms on piece 5. Click on the metal parts at the top of piece 3 to set them both open.
Open the top of the gun (piece 3) and put piece 7 inside. Close the top and lock both of the metal parts of
piece 3. You will hear the cannon activate. Press exit.
* Reverse out to main intersection. Face your train north and take the right track. You will go back to the
main valve room. Spin the fourth wheel to unlock the Dark Man's side lab door.
* Go back to main intersection.
* Point your train east and take the left track at the track intersection.
* Exit the train and take the hammer from the storage compartment.
* SAVE YOUR GAME HERE TO ENJOY DIFFERENT ENDINGS
* Open the storage compartment again and click on the dynamite. Attach the circuit card to the dynamite
and then attach the clock. You have created a time bomb and the counter is ticking.
* Walk through the hole which you created earlier. Now go through the passage to your left. Have your
cannon handy in your inventory. Open the door and step forward once. Allow the Dark Man to do some
of the work for you. He will place a green light unit in a machine, spin a large wheel a few times, pull a
large floor lever and then a smaller one, then he will wind up a crank. When he steps towards the large
lever in front of the yellow machine, shoot him with your cannon. Now that you've captured him, go
inside and pull the large lever (in front of yellow machine) yourself. The porthole will open.
* Don't forget to have a look at the Dark Man in the bottle.
* Click on the chest which is under the table and open it with the hammer. Take the blue prints.
* Go to the control panel beside Dr. Krick. Pull the far left lever down to lower the cap. Pull the second
breaker switch down and adjust the dial to the second position (you'll see a wave on the display). Pull the
right hand lever down three times to wake Krick up. (use can play with these setting to really give Krick
some nasty shocks...it's just for "fun"...it won't wake him up).
* Click on Krick a couple of times (he will complain). Give Amanda to him and the blue prints.
* Go through the porthole.
The End