Lighthouse
**Puzzle box
Side #1
Rotate box 180 degrees (2 panels) and click on the center key. Only one key can be turned. A puzzle consisting of various pieces of wood will appear. Depress each small square beginning with the square at the top. The squares must stay depressed. To achieve this, press the top 3 squares counterclockwise, then the central square, and the bottom 4 squares starting from the left. Click the bottom right rectangle and it will slide to the right. Next click the rectangle above the vacant square, it will slide down. Click the L-shaped piece near the center, it will slide down; click the L-shaped piece on left side and it will slide down and right to reveal a red button. Push the red button.
Side #2
Rotate box 180 degrees to see the open side. Press the center red circle and the box will rotate slightly. Press the center of the side that has rotated toward you. Rotate the box back and press red circle again. A drawer will slide out, take the key and press the red circle a third time. The drawer will close and the adjacent side will slide partway up.
Side #3
Rotate the box so that this new side faces you and press the small light-colored square in the lower right corner. The puzzle needs to be completed to show the bird in the sketch on page 118 of professor’s notes. After rearranging the pieces, the lower right corner will be vacant, and a metal strip will slide out. Do NOT click on this until you write down the sequence of the shapes: circle, triangle, square, and cross. If you exit the scene repeatedly, the game may solve the puzzle for you.
Strategy hint: Complete the top two rows first and then work on the bottom two.
Side #4
Rotate box 270 degrees (3 panels) and turn the key in center. Rotate again 270 degrees (3 panels) and press the stud in the center of panel. Push in all the blue shapes and click on the lower fish. Click on the slot and the fish will close. Push in all the gray shapes, click on the upper fish and use the key you retrieved from the drawer. The box opens to reveal a metal disk.
This is as far as you can proceed at this point. When you return to the Lighthouse from the parallel world, complete the last puzzle in the puzzle box to retrieve another part of the device.
Last side
Place Martin’s amulet in the disk and then the two red jewels. Click the stud on the lid.
You now must align the symbols. First align four symbols of the same shape: four squares (click should be audible), four circles (top opens), and four triangles (bottom opens). Then enter the pattern from the metal tab: circle, triangle, square, cross. Retrieve the bottle.
**Lab
The first message on the computer screen is: “Power surge detected. System shutdown successful. Reset system to continue.” The bottom of the screen reads: “System initialization failure …. Retry.”
Turn on the large unit with the red rings. The computer can then be rebooted. Click on “Retry” on the screen.
Obtain the wire, vacuum tube, and hi-tech soldering iron from the table. Open the door to the unit to the left of the inoperative control panel. Remove and replace the tube, click on the bad wire (it should disappear), place the new wire in place, and solder BOTH ends of the wire. This unit provides power to the control panel next to it. To turn on the control panel, click all the small switches so that all red lights flash on and off. The one operable lever raises and lowers the lens.
The computer message now indicates that the hardware is enabled. Reboot. Computer message: “Power supply unavailable.” Go and flip the large switch in the small shed with the fuse box.
Reboot. The computer message is: “Lense not engaged. Power modulator not found.”
Raise the lens with the left lever on the control panel. If you already raised the lens, the computer message will only read: “Power modulator not found.” Go upstairs, remove the lock with the crowbar by hitting it 3 times, replace the burnt-out green modulation tube with the one taken from the metal trunk, and plug the lens in.
The computer message should now be:
Hardware enabled.
Power supply – OK
Power modulator – OK
Device ready … trigger activation sequence.
Pull the right lever on the control panel, which wouldn’t work before, and a portal should open.
Note: The message at the bottom of the screen will continue to be: “System initialization failure … Retry,” until the device is ready.
**Coil
The coil is in the left top drawer with various parts. Click on the black or large gray gear, then on the larger mass of white wires, and then on the small, gray, donut-shaped gear with the small holes. This should reveal a small black coil. Place the coil in your inventory.
**Remote
Pick up the remote control. If the Birdman has damaged the remote, retrieve the antenna from the small table where you found the remote. Retrieve an odd multipurpose wrench from the tool table.
Place the remote on the black table and open it with the overhead tool. Place the antenna on top of the remote, if necessary. Use the wrench on the two circular holes. Click on the small coil between the two holes and replace it with the new coil from Martin’s desk. Close the remote.
**Flower bud
There have been problems with this puzzle. Some players had difficulty in lowering the lever unless the cursor was in a specific position. Others experienced variations in the number of times the chimes had to be rung. The disk you receive at the end may not be easy to see.
Click on both chimes to open the eyes.
Click on both chimes to open the bud.
Using a single smooth motion, move the top rust-colored lever to the right and the bottom lever to the left. A slot should form in the rust-colored area.
Pull down the bud handle.
Click on the chimes.
Click on the gray convoluted tube.
Place the small disk which emerges from the bottom slot in your inventory.
**Teleporter
The teleporter consists of 3 gigantic tubes and a control unit, which you examine in 5 views.
The left part of the unit consists of 4 screens, a number of red buttons, a switch, and a bell pull. There is another screen with two dials and two buttons in the far right part of the unit. This is the destination setter. The middle part of the machine consists of a top view, central view, and bottom view. The rectangular hatch opens to reveal an emergency shutoff button and a machine part. This machine part is damaged when the power is too high and needs to be replaced with the part previously assembled from parts found in the lower chamber. The toggle switch in the central view does not appear to serve any purpose.
The lower view is the most difficult one. The sliding lever at the top is the power booster. The two identical small levers to the left of the power gauge are locks for the elevator and the door. You need to make sure that the elevator platform is not locked if you want to use it later. Both of these levers should be in the up position. The alignment unit consists of a screen with two sets of lines and four dials to control line location. The button on the bottom left is the on/off button for the alignment screen. The switch on the right is the beam activator switch. The left lever extends the platform and pulpit, and the right lever opens the roof to expose the solar panels.
Do the following to activate the teleporter. It may be prudent to save your game at this point.
1. Connect the large three tubes on the right to the power in an inset.
2. On left part of the control unit with the 4 monitors, push one of the red buttons or throw the switch. This should light up the four red lights and other lights.
3. Proceed to the right part of the machine with the one screen. Turn on the screen by pressing the large button. Dial in a location and a specific room. You will only see views of locations you have already visited. To return to the Lighthouse, dial in the Lighthouse and select the study. Then push the small black button just to the right of the right knob. The screen will then have red symbols on it, resembling a target. The screen will not turn off when you exit this view.
4. Proceed to the lower panel in the center:
a) Pull the lever on the left to extend the platform and pulpit.
b) Pull the lever on the right to open the roof and expose the solar panels.
c) You can wait until the power reaches the boundary of red zone on the gauge. If you use the sliding lever at the top to boost power, slide it back quickly to the left as soon as the needle reaches the top of the white zone.
d) Turn on the alignment panel and align the lines on the central dot. The four lines should merge into two. The color of the final lines does not seem to have an effect. (You can be doing all this while waiting for the power to increase.)
e) When the power indicator is just at the red, throw the switch in the right bottom corner.
f) You should see a clear column above the platform behind you. Walk to the platform and step onto the pulpit; you will be transported to the destination you selected.
Note: In selecting the Lighthouse as your destination, make sure you have transportation from Martin’s Roost when you return to the parallel world.
If the machine short-circuits when you move the power booster lever, replace the faulty part in the hatch above by pressing on the emergency shutoff button. The old part will disappear and you can insert the new part.
**Submarine
The control panel consists of 3 ornate keys on the left, the ignition key below, gauges (only one of which is important), a radar screen, two levers on the right to unlock/lock doors, and the throttle. Place the T-shaped part you found in Martin’s drawer or retrieved from the Birdman in the socket to the right of the control chair. Turn on the sub. Flip the feathery levers on the right so that they are both up.
The power indicator, the 9 white and 3 red squares, may or may not affect sub operation. Sometimes, being in the red will shut down the sub. At other times, the sub will run smoothly with only 6 white squares showing. If you follow the procedure below, you should have the sub operational with 6 white squares.
Number the ornate keys 1 to 3, with 1 being the key closest to you.
Turn key 3. There should be 9 white squares showing on the power gauge. Go to the back engine room. Use the wheel to open the door. Steam should be rising from the pipes on the left and a blue display should be flashing below. Pull the lever on the right and the main engines should start.
Back at the control panel, turn key 2. This provides power to the navigation panel. The power gauge will show 9 white squares and 3 red squares (be in the red). The small coordinate console should have a flashing knob. The sphere to the right of the input device can be opened and will reveal the navigation screen. The screen will have two red stars marking the location of Martin’s Roost and the Island Fortress. To the left of the coordinate console are various tubes. There is a map in one of the tubes showing the location of the Wreck, 20.67 N and 118.96 W. Enter these coordinates in the console. Click the left top knob until it lights up (red ring). Enter 20.67 on the left and click on Enter. Click on the right top knob and enter 118.96. Click on Enter. A new position should appear on the screen.
Note: If you wish to take the sub to a destination other than the Wreck, enter the respective coordinates.
Back at the control panel, turn key 1. This turns on the ballast control. The power gauge will be in the red. Go to the ballast control panel. The blue light should be flashing. Push the two brown levers down. You should see portions of the sub outlined in orange. Turn the left wheel and when the water begins to fill the tube but has not yet reached the blue marks, turn the right wheel. If you have set the ballast properly, you will see a clip of the sub. The power gauge may now show 6 white squares.
With the engines running, the destination set, the sub submerged, and the gate open, click on the throttle. The sub will proceed to the Wreck.
Restarting the Sub
Restart the sub with the lower key. Check the power gauge. If 9 white squares are visible, you should be able to restart the engines in the engine room without turning key 3. If the gauge shows less than 9 squares, turn the keys to bring the power up. Keep checking the engine room to see if steam is rising from the tubes (and for the blue lights). Then enter coordinates and take the sub to the new location. There is no need to operate the ballast panel.
Refloating the Sub
When the sub arrives at the Roost, it will shut down but not surface. Turn on the sub and click on ornate key 1. The blue light should be flashing on the ballast control panel. Click on either wheel or the brown knobs. The red light will go on and an alarm will sound. You should see a clip of the sub surfacing.
**Wreck
The submersible has several controls. There are two small levers above on the left. The right lever opens and closes the hatch and the left lever releases the submersible from the sub. The small crank with two red lights on your left provides propulsion for the submersible. The knob in the center can be moved to the left and right (click on the slot); this is the steering lever. There is a large ballast lever on your far right. A small lever on the right toward the front lowers the extension arm controls. The position of the extension arm is controlled by the lever on the left in the cross-shaped tracks. You can also use the arrow keys on the keyboard. The lever on the right causes the extension arm to extend and retract.
Release the submersible from the sub and click the ballast lever. This will take you to a view of the back of the sunken ship. The graphics for the Wreck are particularly well done. Take the time to enjoy them.
The directions below begin from the first view of the back of the ship.
Go left by placing the steering ball in the left position and pulling the propulsion lever. Repeat 2 more times. You will pass a square hatch on the deck. Go forward by pulling the propulsion lever (leaving the steering lever in the center) to a view of the mast. You should see a clip. Click on the ballast lever to descend into the ship. Go left twice. The view should show four pegs with a hook-like object in the center. Position the extension arm in the center, slightly above the lowest position, and retrieve the hook. (If you have difficulty positioning the arm with the cursor control, try using the keyboard arrow keys.) Do not change the position of the arm. Go right by placing the steering ball in the right position and pulling the propulsion lever. Repeat once more. You should see the striped boards again. Click on the ballast lever.
From the mast, go right twice to a large pile of boards. Go forward to a broken mast base. Go right twice to a view of dark boards. Go forward to the skull.
At this point, click on the ballast lever. When movement stops, go left once to the safe. Use the extension arm to remove the closest board. The same position works for both the hook and the board. Go left once to a view of a piece of metal with a hole. As needed, adjust the position of the extension arm and place the hook in the hole. The arm should still be in the same position but up further.
Return to the safe. Position the arm slightly to the right of center and slightly up (extended). Try not changing the horizontal position of the arm but move it up slightly. This should open the safe door. Keeping the arm in the same position, extract the safe’s contents. The submersible will return to the sub automatically.
**Fortress power
Find a metal part, the spare gear shaft, in the wood shop. You can use the spare if you break the gear shaft already in place. Proceed to the room with the wind power controls. First, extend the existing gear shaft using the lever on the first machine to your left as you enter the room. Next walk to the brick tower with a crank and handle. Use the left crank to raise the fans to the roof. Pull the handle on the right. This should engage the gear shaft and power the equipment in the wood shop. Cut boards and 2 beams to build the bridge.
**Foundry
Pick up wood, coal, and metal pieces. Place the wood and coal in the fireplace. Start a fire with the lit lighter. Pick up the mold, a large black square item, from a table to the left of the fireplace. Place it in the center of table between the crucible and the lifting mechanism (forceps). Place the metal pieces in the crucible. Use the right lever to move the crucible into the fire. Keep the crucible in the fire until it remains red when pulled out. This may take a while. When the crucible is sufficiently hot, press the button in front of the mold to pour metal into the mold. Move the lever to the left of the button to the right. The forceps will lift the mold and immerse it in the water. Move the lever to the left and the forceps will return the mold to the center of the table. Click on the mold and remove the part.
**Ornithopter
When you enter, leave the thopter in its position. View the side of the thopter with the hook and metal ribs. Find the forward arrow just above the hook (position of arrow may vary) and go forward to view the close-up of the hook. Click with the metal part just above the hook. The repaired part will disappear into the plane.
Turn the plane around using the large lever by the table. Provide power to the plane. There is a small device in back of the thopter. Set the top lever to the plus sign. Click on the crank and it will power up automatically. When the thopter has power, go to the front and climb into it.
The thopter controls consist of a crank on the left, a lever on the left of the dashboard, a small movable button-like control on the right of the dashboard, and a large handle (throttle) on the right.
Click on the crank on the left and the thopter will taxi out onto the launching platform.
Click on the movable button-like control and the thopter will open its wings.
Move the lever on the left to set the wings in motion.
Immediately pull the throttle on your right. This should launch the thopter.
If the wings are not flapping when you pull the throttle, the thopter will not fly and you will need to recharge it.
To return from the Temple, simply pull the throttle.
**Amanda
Use the umbrella on the hole. The 2 holes must be aligned for the umbrella to work. This may take several tries. Clicking with the umbrella early in the sequence should work. At the control panel, flip the switch on the left. Listen for a noise as if something had moved and see the gate near Amanda raised (you need to be near Amanda’s cage to see this). For now there does not appear to be any steam in the silver pipe and thus no power for the right lever and red button. Proceed to the power control cave as described in the walkthrough section and turn the third lever from the left, the one regulating the silver pipe. Return to Amanda’s cave. You can simply back up, rotate the digger on the turntable, or continue through the turntable and the intersection and back onto the track again.
Observe the magnet crane over the rock conveyor and turn back to the control panel. Continue pressing the red button and checking the magnet crane until it picks up a rock. Push the right lever forward twice until the magnet/rock is over the large white lever coming out of Amanda’s cage. Push the red button to drop the rock. Go back and put Amanda in your knapsack. Retrieve the umbrella before leaving.
Note: The position of the magnet crane may vary. Work the right lever until it is positioned over the conveyor.
**Pipes
Number the pipes 1 to 7 from left to right.
1) Green pipe controls the conveyor. It’s on. Do not turn it.
2) Black pipe with maroon rings controls the gate across the track. It’s on. Leave it on.
3) Silver pipe controls the magnet crane. It’s off. Turn it on.
4) Copper pipe (single) controls the door in the cave with the device part. It’s off. Turn it on.
5) Gray pipe with markings. This controls the portal device in the Dark Being’s lab. It’s on. Leave it on.
6) Three small gray tubes control the turntable. It’s on. Leave it on.
7) Three to four copper pipes control the large door. It’s off. Turn it on.
**Sphere
Do not touch the circular valves. Number the arrow valves 1-6 with 1 being on top. Turn the valves so that they are in the following positions. Only four valves need to be turned.
1 horizontal
2 horizontal
3 vertical
4 (arrow on left) vertical
5 (arrow in center) horizontal
6 horizontal
Retrieve the device part by positioning the arm just at the tip of the part. Return all arrows to vertical position
**Device
You should have 7 parts:
The numbers correspond to the numbers on the diagram. The names for the various pieces of the cannon were found in Lighthouse The Official Strategy Guide.
1. Lightbulb (ionizer), found in the inventor’s desk.
2. Shell (barrel), found in the volcano crater.
3. Part with handles on top (firing mechanism), found at the Wreck; handles move after the device has been assembled.
4. Mouse (vacuum pump), found in the statue at the Fortress, has movable ears.
5. Part with 2 arms and yellow lever (power supply), found at the Temple; tentacles move.
6. Stock, found in the cave at the Volcano.
7. Crystal bottle from the puzzle box.
Note that pieces 3, 4, and 5 have movable parts.
Click on the stock to begin assembly. If you leave this puzzle, you will need to start over.
Place 1 and 2 on the screen and align the bulb with the tip of the shell. They should snap together if aligned correctly.
Place 3 on screen. Examine the back of the shell and note the copper connection. Examine piece 3 and note the copper protrusion. Align these two pieces such that the broken handle faces the back of the shell. Bring 1/2 toward 3 and they should fit together.
Click on the ears on 4 to make sure they are extended. Have the notched part facing the rest of the device. Once these pieces fit together, raise the ears.
Snap the arms open on 5. Position it so that the yellow lever faces away from the completed device. Click this into place and snap the arms closed.
Mount cannon onto the wooden stock.
Click on the 2 handles of piece 3 and click near the silver portion to open the flip top chamber. Insert bottle with the mouth pointing to the left. Close top and flip the handles down to activate the cannon.
**Professor
Use the left lever to lower the hat. The left switch should be up and the right one down. Set the dial at exactly 2 (from the top) making sure you have an electrical impulse line showing on the screen. Pull right lever 3 times. The professor says he feels dizzy and doesn’t know where he is. Proceed with the game.
**DB portal
Turn the large wheel. Pull the lever on the floor next to the wheel. Pull the small lever on the machine. The lights should come on. Turn the small crank until the tubes on top light up. Click on the large lever in front of the box (chute). If the modulation tube does not rise, you need to turn the crank more.
**Bomb
Go back to the digger toolbox and click on the dynamite (inset). Combine circuit board and alarm clock with the dynamite to make a time bomb.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The authors would appreciate any comments on this walkthrough, particularly corrections.
We can be reached at the following addresses:
Within CompuServe:
Olga Karkalas: 72163,267
Janet Blackburn: 76716,2757
From the Internet:
Olga Karkalas:
Janet Blackburn:
View this guide raw, exactly as the archive holds it