WALKTHROUGH FOR LIGHTHOUSE THE DARK BEING(tm)- part 1 Version 2.0 By Mark Fox www.cheatzone.com webmaster@cheatzone.com CompuServe: 102731,314 Lighthouse the Dark Being is a Trademark of Sierra On-Line, Inc. Notes Lighthouse is an excellent adventure game designed with the die-hard gamer in mind. The puzzles are challenging and the animation is superb. Although there has been some concern with compatibility and/or software bugs, the author has experienced only the slightest technical difficulties. As you read this walkthrough, please note that there are several available paths which can lead to a successful conclusion. I have attempted to select the most complete and interesting of those paths to include here (as well as the most efficient). However, most of the information contained herein will be useful and applicable to the majority of Lighthouse players. You can get more information, cheats, hints, strategies and news about this and other hot games on the Internet's Cheat Zone at http://www.cheatzone.com (This file will be updated often. Check the Cheat Zone for the latest updates and news.) WALKTHROUGH Home * Click on the chair to move it. * Click on the desk drawer and read the journal. * Click the box on the desk and take the lighter. * Click on the telephone and listen to the messages. Pay special attention the 3rd one. * Turn to the right and you will see the lighthouse get struck by lightning through the window. Turn back to the left (twice) and click on the window table. Move the contents of the drawer around and take your car keys. Take the umbrella and the bag. They are both hanging on the coat rack. * Open the front door and click your keys on the opening. You will drive to the lighthouse. Lighthouse * Once at the lighthouse, take the letter from inside the mailbox. * Walk two screens towards the front door. Click on the black lantern and take the small key from inside. * Walk closer to the front door and then position your cursor so that it is pointing down. * Move the four items around by clicking on them and holding while you move the mouse. You will find the front door key under one of the objects (this changes from game to game). * Backup and go around to the right side of the house. Click on the storage shed and unlock the lock with the small key from the lantern. * Take the crow bar and then click on the breaker box. * Reset all three breakers. You will notice that the third one will not reset yet. The lights are come back on inside. * Unlock the front door with the key and go inside. Go through the door on your left. It is the kitchen / living room. * Read the papers on the counter. * Click on the refrigerator and take the bottle of milk. * Click on the bookshelf behind you. Take the compass from the second shelf. * Go across the hall into the baby's bedroom and pick up the toy soldier on the floor. * Click on Amanda. Give her the bottle when she starts to cry. * Turn to your right and click on the papers which are on the night stand table. Read them. * Turn around and take the alarm clock from the small table. * Leave the bedroom * At any point in time from here, you may hear Amanda start to cry. As soon as you hear her crying, drop whatever you are doing and go into her room. You will see the Dark Man kidnapping her. This walkthrough assumes that you DO NOT follow him into the porthole (although that is a option for a later game). * Go into the study / den. * Click on the several books which are on the second shelf of the bookcase to reveal a hidden, wall safe. * Turn to your left and take the following items from the small, shelving unit : 1. small mechanical bird 2. shell Collection 3. two, tear shaped, red objects * Turn around and click on the top drawer of the desk. Take the letter opener. * Click on the letter in your inventory (it will be displayed in a window). Now click on the letter opener and use it to...that's right...open the letter. * Read the letter and notice the numbers at the bottom. This is the combination to the wall safe (5-18-28) * Click on the wall safe and enter the combination. 5 right, 18 left (past zero), 28 right. Once opened, click on the handle and take the documents from inside (read them). Notice the date which is written on page 59 (8-24-96). It is the combination to the locked door in the hallway (Dr. Krick's laboratory) * Open the desk and click on the papers. Read the papers and notice the picture on page 118 of the bird in a circle. * Click on the cube inside the desk. * Turn the cube around and click on the spinner on one of the sides. It will open to display a series of wooden blocks. Click on the light colored blocks starting from the top. Work your way down and from left to right. Once these are set, you can slide some of the lower blocks around until you reveal a small, red button. Press this button. Another part of the box will open to display a large, red button. Click it. Now click on the small, gray button on the adjacent side of the cube and then again on the large, red button. A small drawer will open. Take the key from inside the drawer. Click the red button again and another panel will open only slightly. Turn the cube so that the partial opening is facing you. Now click on the light, brown square in the lower, right corner of the opening. A picture puzzle is revealed. Note: You probably hate these things as much as I do. If you'd like this puzzle to be solved automatically then do the following (of course you can TRY to do it yourself first): "Click on the small square of wood that opens the panel that covers the hawk puzzle. After the panel opens, exit to the long shot of the desk. Do this 4 times and a "solve it?" button will appear that will automatically solve the hawk puzzle. It takes a while, but not as long as solving the puzzle!" (The above section in quotes was sent to me by Jon Bock, creator of Lighthouse. Thanks to Jon for this great cheat) * Rearrange the tiles to reproduce the picture of the bird in the journal. Start by trying to create the outer circle first. Once completed, the box will display a sheet of paper with a series of symbols on it. * Write these symbols down. They are probably (from top to bottom) a circle, triangle, square and cross. Click on the paper. Now turn the box and click on one of the side spinners. Turn the cube again and click on one of the gray, side buttons. Another flap will open displaying several color plates and two fish outlines. Click in all four blue plates and then click the lower fish symbol. Click on the button which is revealed by the fish. Now click on all four gray (not brown) plates and then on the upper fish. Insert the little key into the keyhole which is revealed by the upper fish. The panel will open displaying a gray disk. This is all which can be done right now. You will complete the remainder of this puzzle later. * Go into Krick's lab by entering the combination into the keypad on the door (8-24-96). (A small note here- I was contacted by one of Sierra's game programmers who told me that this combination was his wedding date...nice.) * Click on the large white / red machine. Open the panel and click in the button to active the machine. * Click on the white box by the door. Use your crow bar on it twice to pry it open. Take one of the green, light units. * Click on the work table and take the following items. - soldering gun - fuse - small, black wire (in front of the microscope) - read the papers on the table * Open the panel of the large, white, hourglass shaped unit beside the main control panel. * Remove the blown fuse and replace it with the one from your inventory. * Remove the burnt wire and replace it with the one from your inventory. Solder both sides of the wire with your soldering gun. * Click on the central control unit and switch on all eight of the small, black switches. * Pull the first lever to raise the light. * Go up the wooden stairs and smash the lock with your crow bar (3 times) * Go through the hatch. Open the light's lens and replace the green, light unit with the one in your inventory. * Plug the whole light unit in by inserting the white wire which is hanging from the ceiling above the lens. * Exit the lab. Go outside the house to the storage shed. You can now reset the 3rd breaker. * Go back into the lab and take another one of the green, light units from the white box. You will keep this in your inventory as a safe guard and for convenience. Click the flashing "retry" on the computer's screen to activate the program. * Turn around and pull the 2nd lever on the control unit to activate the porthole. Go into the porthole. Tower * Find your way to the beach where you will see a dock. This may take some time and walking around. As you walk around here, pick up as many little stones as you can find (at least two but four is better). * Click on the bottle in the sand which is to the left the dock. Click on the cork and take the letter. Read the letter and note the vague coordinates (20 degrees north, 118 degrees west). * Go to the end of the dock and take the metal rod. * Now walk over to the tower. Click on the small, gray dial on the left pillar. Insert your metal rod into the opening. * Click on the rod patterns. Use the control to navigate the hook down to the white hook at the bottom of the rods. The draw bridge will open once you have raised the lower hook. Go up the stairs all the way to the green gate. A mechanical bird will swoop down and perch itself in front of you. DO NOT try to pass him. * Click on the toy soldier in your inventory and remove the key from his back. Now click on the small bird in your inventory and insert the key into its back. Click your bird onto the cuckoo clock. Click on the pendulum. The mechanical bird will take off. * SAVE YOUR GAME HERE * You must act quickly here. Go through the door and then directly over to the desk (no looking around first). Click on the very small drawer in the bottom, right corner of the desk (it's hard to see it). Click on the two screws and then on the piece of wood once the screws have fallen off. Get the key. Now quickly close the window gate and lock it with the key. This prevents the Bird Man from getting in and giving you a hard time by stealing things before you. * You can now relax. Go back to the desk and open the large, bottom, left drawer. Look at the files and take the key which is between the 3rd and 4th files. * Open the middle desk drawer and take the lever handle. It's what the Bird Man wanted to take. Open the upper, left drawer. Click on the bottom, left side of the junk, then the upper right, then the center. Take the piece of coiled metal from the drawer. * Open the center cupboard of the desk & read the available scrolls. * Use your small key to open the upper, right drawer (by the skull). Take the whistle. * Now move the clear and orange vases to other places on the desk. One can go beside the skull and the other can be placed beside the brown vase on the left. * Click on the opening where the vases were. Now slide over the shelf and take the light bulb shaped object. * Click on the dead guy and remove his medallion. (You may also knock his head off if you like). * Notice the hanging ladder above the plant. You will need a remote control to lower it. * Exit this room and go back down the stairs to the other door. * Go through the door and walk towards the Bird Man. He will close his gate on you. * Notice the lever he pulled to close the gate. (it's to the right). Throw one of your stones at his head and then another, immediately, at the lever. The gate will rise and you can go in. The Bird Man will fly away after "telling" you what he thinks. * Now quickly close the window gate and lock it with your key. If you don't, he will sneak back in and bust up the remote control unit. * Click on the large table and take the four sided wrench and the nuts and bolts. * Click on the small table and take the remote control unit. * Place the remote control unit on the table with the drill arm. Now click on the remote. Click on the close-up of the drill head and it will open the remote. * Use your 4 way wrench to tighten both of the nuts. Remove the old coiled piece of wire between the nuts and replace it with the one from your inventory. Close the unit by clicking on the drill. Take the fixed unit and go back up to the dead guy's bedroom. * Look at the ladder. Click on the remote in your inventory and press the first square button and then the center round button. Go up the ladder. * Pick up the drive wheels on the floor (2 of them). Click on the desk and take the allen key. Take the crank handle which is hanging from a post. Click on the large, block control unit and insert your two drive wheels into it under the one which is already in place. Attach your crank arm. Now use the allen key on the release unit on the wall. Pull the handle. * Your bat ship will roll down the ramp. * You may go up the ladder in this room (just for the view for the sake of this walkthrough). * Turn the crank on the drive wheels 14 revolutions clockwise. * Click on the cockpit. Click on the brown button on the lever clasp. Pull the lever to take off. You will fly to the temple where the bat ship will perch itself. If you were to take a different path from here (through a pothole etc.) you could use the whistle in your inventory to call to your bat ship from the tower where you just took off. However, the path I take in this walkthrough does not require this action. Try it in a latter game. Temple * Go up the elevator and into the door directly in front of you. Lyril will show herself to you. Click on her. Click on her again until she mentions shells and nuts and bolts. Give her your shells and nuts and bolts when she does. Click on her many more times until she starts to repeat herself (she is very long winded!...much like my walkthroughs) * When you try to back out she will tell you that she has more to say. Listen to her some more. Show her the letter which you found in the bottle on the beach. * Click on the center control arm. Lyril will tell you that she does not trust you enough yet to let you have access. * Click on the side, wooden control unit and play with the levers. Keep doing it until Lyril gets mad and leaves (this is just for fun). * Exit this room and go into the far right room. You will see a pod shaped (garlic) creature in the middle of the room. * Ring the creature's left bells and then the right ones. Its eyes will open. Ring the left bells and then the right ones again. The pod will open up. * Turn the two, small lever arms so that a vertical opening is seen. Pull the large, straight lever towards you. Now ring the left and then the right bells again. Pull the coiled lever to the left. A disk will drop into the lower opening. Take the disk. * Exit and go into the room at the far left of the Temple. * Put your disk into the blue circle to your left. When you push the button, a recording of Lyril will play. * Go back to the center room. If Lyril isn't there, knock on here doors and she should come out. * Go over to the wooden control unit and slide the horizontal switch. Bird Man should come in and attack Lyril (maybe to shut her up!). Slide the horizontal lever to move the magnet as close to the Bird Man as possible. Now pull the vertical lever repeatedly until the Bird Man gets trapped on the magnet. * Click on Lyril. She now trusts you. Listen to everything she has to say. * Go to the central control arm in the room and pull it towards you. From this room you must retrieve the following items: a circuit board from the box in front of you, an odd shaped item with three extremities from a square box, three various items from the three wooden crates (these items connect together to form a replacement part for the porthole generator in another part of the Temple), and finally, the drawing from the wall above the large display/control unit. * Click on the control unit in this room (left, then right buttons). Note the coordinates which are displayed (22.01 degrees north, 119.11 degrees west). These are the coordinates to the volcano. * Use the central lever to go back up to the main floor. * Now push the lever away from you to ascend to the dome. Lyril will join you there. * You will see three power modules at the side of this room. Plug in the one to the far left. * Go to the main control unit and pull the main, center breaker (has 4 red lights beside it). Flick the large switch to the right of the breaker. Turn on the four monitors to the left and the one to the right. The monitor to the right has a couple of dials. Turn the first dial until you see a picture of the lighthouse. Turn the second dial until you see a picture of Krick's laboratory. Click the small, black button on the second dial to set the destination. The screen will change to black with red. * Look at the LOWER part of the center console. Pull the large, left lever down (extends platform) and then pull the right lever (opens roof). Push the lower, left button (to power the lower monitor) and align the lines on the screen with the center of the circle by using the four control knobs around the monitor. Lower the two small levers at the top of the monitor. Pull the small breaker at the bottom right of the monitor (it will reset itself). * SAVE YOUR GAME HERE * Pull the large, slider lever to the right. Watch the gauge carefully. Click on the slider lever again as soon as the gauge is on the red line (must be exactly on the red line...not below or above but ON the red line). If it goes past the red line the unit will blow. If it does, you can either start a saved game of replace the module with the one from your inventory (located at the very top of the control unit in a cupboard). * Pull the breaker under the monitor again. The porthole will be created on the platform. Go into the porthole. Lyril will (of course) have a few more words for you as you enter the porthole. Lighthouse * Exit the lab and go into the study / den. Click on the puzzle box. * Click your medallion onto the gray disk followed by your two red, tear shaped pieces. Click the top button. Here you must line up the shapes (patterns may change from game to game). Start with any shape and line up all of the rings with the same shape. Keep doing this until you hear a click and then move onto the next shape. Once you've gone through all of the shapes, the puzzle should be almost completely unlocked. Now enter the shapes in the sequence which the cube displayed to you on a piece of paper earlier (usually circle, triangle, square, cross). The puzzle is finally complete (and you hear a really bad piano riff). Take the small bottle. * Go back into the lab. Go up the stairs and replace the green bulb. Take another bulb from the white box (last one). Reset the computer and then pull the switch on the control unit. Enter the porthole. To be concluded next issue - o -