WALKTHROUGH FOR LIGHTHOUSE (The Dark Being™)Version 2.0

By Mark Fox
Author of:
11th Hour, Beast Within, Zork Nemesis and Duke Nukem 3D Walkthroughs
Lighthouse the Dark Being is a Trademark of Sierra On-Line, Inc.

Designed by: Mikael Landstrom

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. 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.)


Table of Contents


Fortress         Home         Lighthouse 1    Lighthouse 2    Shipwreck
Submarine    Temple      Tower 1           Tower 2            Volcano

WALKTHROUGH

Home

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Lighthouse 1

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).

  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.
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Tower 1

  • 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.) 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.
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Temple

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Lighthouse 2

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Tower 2

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Submarine

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Shipwreck - Mini Submarine

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Fortress

  • This paragraph is not necessary for this walkthrough. The following can be explored just for fun or for future games (save your game, check it out, and then restart the saved game if you like). You DO NOT have to do the following..Get inside the airplane and turn the left crank. Slide the horizontal switch to the right. Pull the black lever down. Push the main release lever forward. You will fly to the roof of the temple (where there is nothing left to do). I have assumed that you will not take this path.
  • Exit the Fortress and go back to the sub. Turn the main power key and then go start the main engines. Turn on the navigational power key. Go to the navigational control map and click on the top red star (volcano). Go to the front of the sub and engage throttle lever. You will travel into the volcano. Exit the sub.
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Volcano

 

  • 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.
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