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.)
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.
Back to Table of Contents
Lighthouse 1
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 :
- small mechanical bird
- shell Collection
- 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.
Back to Table of Contents
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.
Back to Table of Contents
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.
Back to Table of Contents
Lighthouse 2
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.
Back to Table of Contents
Tower 2
Go up the tower's stairs and into the first door
(where Bird Man was working).
Go down the right side passage way.
You will see a crane. Click on the crane's control
box. Notice two round weights and a metal ring behind the crane. Also notice
a platform under the crane's hook.
Use the crane's horizontal control lever to place
it's hook directly above one of the weights. Lower the crane's hook using
the vertical switch and pick up the weight. You must be EXACTLY over the
weights etc. for the vertical switch to work. Now bring the weight over to
the platform and release it there. Do the same thing for the second weight.
Use the same action to lift the metal ring. This will cause the gate to
open. Note: If you have trouble centering the weights over the platform, you
may turn to the left or right and the crane will center itself over the
platform.
Walk towards the sub. Spin the fly wheel on the
control unit to extend the bridge. Lock the bridge in place by click on the
black locking arm.
Back to Table of Contents
Submarine
Open the submarine's hatch and get in. Go to the
front of the sub and turn the key which is under the wheel.
Take the lever control arm out of your inventory
and place it in the small, cylindrical tube to your right. It is the
throttle control arm.
The three keys to the left (from bottom to top) are
for powering: diving control, navigation computer control, main engine
control.
The two keys to the right control the door locks.
The first one is for the bridge door and the second is for the engine room
doors. Make sure both are in the upright position at all times.
Note that the three keys to your left are in the
off position when facing you.
You will often lose all power if you turn all three
system on at the same time.
Turn only the bottom key on for now.
Back up and click on the "computer" unit
to your left. This is your diving control unit (the light is flashing so you
know there is power). Pull the two small levers down. Spin the first wheel.
Water will begin to enter the left tube. When the water reaches the blue
line, quickly spin the second wheel. The sub will dive.
Now turn on your main engine power key (top key).
Go to the back of the sub and open the door by spinning the fly wheel. Go
into the engine room. You know there is power here because of the blue
lights and steam. Pull the large lever to the right to engage engines.
Now that the main engines are running, you may turn
on the final key (navigational computer power).
Go to the center of the sub. There are a few small
tubes beside the navigation control pad. The tube to the right has a map in
it. The map gives the coordinates of 20.67 degrees north, 118.96 degrees
west. These are the coordinates to the shipwreck. These ones are much more
accurate than the ones from the map in the bottle on the beach.
Click on the globe beside the navigational control
pad. The monitor is displayed. Click on the control pad's left, golden globe
(north positioning) and enter 20.67. Click on the control pad's right,
golden globe (west positioning) and enter 118.96. Now press enter.
The new position to the shipwreck is now displayed
on the monitor. While you are here, enter the coordinates for the volcano.
They are 22.01 degrees north, 119.11 degrees west. Press enter.
To summarize, there are now four locations
displayed on the map. The top one is the Volcano, the center one (island) is
the Fortress, the one to the right is the Tower and the bottom one is the
Shipwreck (these are my names for the locations not Sierra's)
Click on the bottom red star for the shipwreck. The
coordinates will be automatically entered. Press enter.
Go to the front of the sub and push the throttle
lever forward to sail to the shipwreck.
Back to Table of Contents
Shipwreck - Mini Submarine
Go to the back of the sub and go down the hatch.
This is the Mini-Sub.
Pull the second white lever above your head to
close the hatch. Now pull the first lever to unlock the mini sub. Turn to
your right and pull the diving lever. Pull the first switch on the far right
of the windows to activate the robot arm and controls. The ball in the
center directs the sub and the left control arm activates the motion. You
must click on either side of the ball (NOT on the ball).
Perform these motions with the mini sub: set the
ball to the right and pull the lever, now just pull the lever again without
touching or setting the ball, set to the right and pull, set to the right
and pull, set to the right and pull, just pull without setting the ball.
When the mini sub is over the opening in the front
of the boat, turn to your right and pull the diving lever again to lower the
sub into the opening.
Turn the sub twice to the left or until you see a
hook on the wall. Move your robot arm slightly to the left and slightly more
up. Use the other switch to extend the arm for grabbing. You must get that
hook. You must have the arm in the exact position in order to do this. You
will have to fine tune your robot arm's position in relation to the hook in
order to get it.
Once you have the hook, use the diving switch to
ascend again. Once you are out of the ships hold, enter these movements:
left, left, just the arm-no ball, left, left, just the arm-no ball.
You will see a skull. Pull your dive switch to
ascend. Turn the sub once to the left. You will see a safe here. There are
two pieces of wood against the safe. Use the robot arm to remove the lower
one (hard to see). You will not be able to move the other piece of wood with
the arm. Now turn the sub to the left once. You must now put the hook (at
the end of the remote arm) into the hole in front of the sub. Once again you
will have to find tune the arms position in order to get the hook in. Once
you get it in, the second piece of wood will fall away. Use the arm to open
the safe and then to retrieve the item inside. The mini sub will return to
the main submarine.
Turn on the main ignition key and start the main
engines from the engine room. Turn on the navigational power key (center
key). Go to the navigation control pad.
Click on the center position on the map (the
Fortress island). Press enter on the control pad. Go to the front of the sub
and push forward throttle lever. Once at the Fortress, exit the sub through
the hatch at the back of the sub.
Back to Table of Contents
Fortress
Turn to your right. There is a fishing rod on the
dock. Click on the reel to bring in the fish. Go inside the Fortress and
into the power control room. You will see a machine with a lever on the left
and a bar extending from the right. Pull the lever. On the other machine
(with brick base) click and hold the lever arm to raise it. Pull the other
lever to start the windmills and the electricity.
Exit this room and click on the large table saw
(not the one with the horned head). Turn on its power and cut yourself two
long pieces of wood. Now go to the other table saw (with horned head). Take
a piece of wood from under the table and cut it. Take the cut pieces. Do
this as many times as you can (4). You will use all this wood to make a
bridge. However, if your timing is off, a monster will come out and tear it
all down.
Go back into the power control room and up the
stairs. Go into the tower and then up the ladder. Look up and you will
notice a hook. Attach your fish to the hook. The idea is to make the monster
come up here to get the fish rather than spending all his time busting up
your bridge.
To see the monster, go down the hatch and open the
door which is sided by two pedestals (he won't hurt you).
If you turn around you will see a locked
compartment at the base of the statue. You will need to unlock this later.
Go back down into the Fortress and look out the
window. You may see the Dark Man teasing the monster with a fish. Back far
away from the window and then go back and look out again. Notice that you
can look up and down. The idea hear is to repeat this motion until to see
the monster walking above to the RIGHT (into the tower to get the fish). As
soon as you see the monster actually enter the tower (i.e. he goes out of
sight - you may have to look out the window several times to get this scene)
immediately enter the darkened doorway behind you. You can now build you
bridge by place the two long boards down first followed by the planks. Cross
your bridge into the metal shop.
Go up the stairs. Pull the pin from the back of the
cannon. Take a cannon ball, package of gun powder and a fuse into your
inventory. Open the top of the cannon and insert your powder and then the
ball. Close the cover and insert your fuse into the hole. Click on the
telescope to the right to get a close up of the monster trying to get the
fish. Light your lighter and then the cannon's fuse. The monster will no
longer be a problem.
Go back into the metal shop and collect some fire
wood, some coal, the metal casting mold from the table and some metal bars.
Put the wood and the coal into the oven. Light your
lighter and use it on the wood in the oven. Put your metal bars in the
hanging pot. Place your casting mold in the center of the table. Pull the
right lever to send the pot into the fire. Make sure to leave it in there
long enough to melt the bars (at least 30 seconds). Pull the lever again to
retrieve the pot. Press the button to pour the metal. Pull the other lever
to put the mold into the water. Pull it again to retrieve the mold. Open the
mold and take your new piece of metal work (its actually a replacement part
for an airplane).
Go back to the power control room and go upstairs.
Go into the tower and through the door where you seen the monster. Go into
the next tower where you will see an airplane. Click on the work table and
take the key. Use this key to unlock the compartment at the base of the
state in the other room (tower). Take the item from the compartment.
Go back to the airplane. Replace the broken piece
on its side with the one you just made in the metal shop. Pull the large
floor lever by the table. Turn around to the power regulator and flip the
switch to positive (+). Crank up the power.
- 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.
Back to Table of Contents
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.
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