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Submitted by System on 09/03/2006, 09:50. Print file.
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WALKTHROUGH FOR LIGHTHOUSE
THE DARK BEING(tm)


Version 2.0

By Mark Fox
Author of:
11th Hour, Beast Within, Zork Nemesis and Duke Nukem 3D Walkthroughs

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 you 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 and 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.)
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  1. Lighthouse solution by System on 09/03/2006, 09:50