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Just Adventure original

Lighthouse: The Dark Being Walkthrough by Linda Shaw June

by Linda Shaw June 11 sections about 51 minutes to read

This walkthrough will
guide you from the very beginning of the game all the way through to a happy ending.
Do not use this walkthrough unless you are prepared to go step by step
through the game with guides and complete solutions to all puzzles and scenarios.

Codes/Symbols Used for Game Movements

BU = Back Up
D =
Down
F = Forward
L = Left
LF = Left Forward
LU = Left Up
R
= Right
RF = Right Forward
RU = Right Up
TA = Turn Around
U =
Up

Table of Contents

I. Cabin

II.
Lighthouse

Lighthouse Puzzlebox
Lighthouse Lab

III.
Roost

Getting into the Birdman’s Workroom
Deadman’s
Room
Repairing the Remote Control Device
Crane and Walkway for the Submarine

IV.
Submarine

Ballast Controls
Navigational Control
Engines

V. Fortress

Carpenter’s Room
Building the Bridge for the Monster
Cannon for Blasting
the Monster
Metal Room
Moth Plane
Item from the Base of the Statue

VI.
Shipwreck

Minisub
Getting the Hook off the Wall in
the Hull
Reaching the Safe
Safe and Getting the Item Inside

VII.
Submarine

VIII. Roost

Bat Plane

IX. Temple

Getting the CD from the Clam Shell
Rescuing Lyril from the Birdman’s Attack
Basement of the Temple
Teleportal Machine in the Dome

X.
Lighthouse

Puzzlebox Finale
Leaving the Lighthouse
Again

XI. Roost

XII.
Ironclad/Submarine

XIII. Volcano

Opening the Gate and Starting the Train
Broken Switchbox
Rock Smashing
Room and Amanda
Dark Being and Using the Dynamite
Boiler Room and Lava
Pit
Minipod
Finally Rescuing Amanda
Drawbridge
Broken Track and
Repairing It
Drilling Through the Wall
Ion Cannon Assembly
Setting
the Time Bomb
Dark Being’s Lab/Professor Krick

I.
Cabin

You will begin the game in your cabin. Click on the answering
machine and there will be three messages. Listen to all three messages (in particular
the third message from Professor Krick). Move the chair (click on it), open the
drawer, read the journal, and then click on the red box on the desk. Take the
lighter inside the box. Turn left from the box and open the small desk drawer,
move the eyeglass case and the piece of paper. Grab your car keys. Take the umbrella
and purse (this holds all your inventory items). Open the front door, click on
your keys in your inventory and "use" them on the car outside. The door
will close, and you’ll see the car drive off. That’s you in that car, by
the way!

II. Lighthouse

Open the mailbox,
and take the letter. Move F2, click on the outside light. Remove the key from
inside the glass panel. Turn R, F and click on the padlock. Use the key on the
lock and open the shed. Take the crowbar, open the circuit breaker box, flip on
both left circuits. Move L, R, F to the door, then D. Move the potted plant on
the left of the porch. Get the key, move U and use the key on the door. Enter
the lighthouse (forward one time). Click on the door to the immediate right. Open
door, enter, move F to the large bookshelf lining the wall. Click on 6-7 books
in the middle of the center shelf, revealing a safe. Turn R, open the top right
drawer of the rolltop desk, take out the letter opener. Close the drawer. Use
the letter opener in your inventory on the letter from the mailbox which is also
in your inventory. Click the opener in the inset on the letter. Note the combination
to the safe (5-18-28). Turn L, click on the safe, then on the dial. Rotate the
dial to the right (clockwise) several times all the way around. Stop on the first
number, 5. Spin the dial to the left (counter-clockwise), going past 5 one time,
and stop on the second number, 18. Now just spin the dial again to the right and
immediately stop on the third number, 28. Click on the handle of the safe. Take
the journal. Flip through the journal and stop on page 59. Note the date midway
through the diagram on that page (8-24-96). This is the code to the lab door down
at the end of the hallway. Turn L and take three items from the small shelf: the
yellow mockingbird on the top shelf, the two red ruby stones on the left side
of the middle shelf), and the shells on the right side of the middle shelf.

Turn
L, then L again into the hallway. Move to the door on the right. Note the toy
on the floor in front of Amanda’s crib. Take it. Click on it in your inventory.
Remove the key from the back of the toy (click on the toy in your inventory, and
it will spin in the inset picture. Click on it again and it will stop spinning,
revealing the key). Click on the key. Move F2, D and take the journal pages. Move
B, turn around, take the alarm clock on the small table. Turn R and tickle the
baby. Leave the room, go directly across the hallway into the den/kitchen area.
Enter the den, turn R, open the refrigerator, take out the bottle, then get the
journal pages on the kitchen counter and add those to your journal book. It is
a good idea to save your game at this point.

You have two choices at
this point. You may either reenter Amanda’s room and give her the bottle, or you
can turn toward the glass bookshelf (to the left of the fireplace) and click on
the second shelf. There is a compass inside the shelf that you will need much
later in the game. By taking the compass at this point, you will "activate"
the Dark Being to enter Amanda’s room, and you will begin by hearing her cry.
This author has chosen not to take the compass at this point, and to enter
Amanda’s room. Give her the bottle, then leave the room and return to the den.
Click on the second shelf of the glass bookcase and take the compass from inside.
It is very important that you not open the compass, as this will
cause a general fault error later in the game. Please leave the compass closed
for now and just add it to your inventory. Amanda will begin crying when you’ve
taken the compass from the shelf. Turn around and open her door. Watch the Dark
Being take Amanda with him through the portal that he has created. Again, you
have two choices: follow the Dark Being through his portal, or hang around the
lighthouse to work on the puzzlebox and use the teleportal in the lab (the steel
door at the end of the hallway). Both methods will take you to the same place.

Go back into the study where the safe is and click on the roll top desk.
Time to work on the puzzlebox. The final result of this box will yield the final
and most vital part of the ion cannon, which will be used to blast the Dark Being
at the end of the game. When you open the desk, click on the journal pages on
the right, and add those to the journal book. Click on the box.

Lighthouse
puzzlebox:

1. Rotate the box clockwise. Stop the box by clicking
the opposite directional arrows.

2. Click on the windup knob in the middle
of the side that is facing you.

3. Push in the light brown squares in the
following order: top, top left, top right, middle, middle left, bottom left, then
the right, then the bottom right corner.

4. Slide the middle vertical rectangle
piece U.

5. Slide the middle horizontal rectangle piece to the L.

6.
Slide the horizontal rectangle piece beneath that one to the L.

7. Slide
the bottom horizontal rectangle to the R.

8. Slide the bottom vertical
rectangle D.

9. Slide the big dark brown "L" on the left side
towards the bottom (downward).

10. Slide the big dark brown "L"
towards the middle left side D and then move it towards the R.

A red button
is revealed. Push the red button, which closes that side and opens the opposite
side of the box. Spin the box around to the open side and stop it. Push in the
center red button. Push the button on the left side of the box that is in the
middle of that side. Then push the red button again. Take the key from the bottom
drawer beneath the red button. Push the red button one more time, and this will
close that side and partially open the adjacent side. Spin the box so the open
side faces you. Push in the tiny light brown square in the lower right corner.
This will open the hawk puzzle. There are two ways to solve this "part"
of the puzzlebox: you can work your way through the puzzle on your own (good luck!),
or you can back off the puzzlebox, then return to that puzzle, and repeat that
process four or five times. The puzzle will solve itself with this method, allowing
you to progress to the next part of the puzzlebox.

When the hawk puzzle
has been solved, a metal piece slides out, revealing four geometric shapes (circle,
triangle, square and cross). Click on the metal piece when you’ve made a note
of the shapes. This closes this side. Turn the box until you see the windup key
and click on that (there are two center windup keys, one on each side of the box.
Make sure you have the right side). Wind up the box, then turn the box to one
side and push in the small center metal button. Geometric shapes and colors appear.
Click on all four of the blue shapes and then the bottom fish. Push on the button
in the middle behind that fish when it opens. Now push in all four grey shapes
and the top fish. Insert the key from your inventory into that hole. The entire
side of the box falls, and a grey disk is revealed. This is as far as you can
proceed with the puzzlebox at this time. Save your game here.

BU from the
box, and let’s move to the lab door. It’s time to find Amanda, the baby. Don’t
you miss her laughter? Or was it tears? Turn R, then R again to the keypad door
code panel. Click on the keypad for a closeup. Enter the code that was given in
the journal (by the way, I have been told that the creator of this "part"
of the game used his wedding anniversary for the date on this keypad!). Push the
enter button when you’ve entered the date.

Lighthouse lab: Move
F, L and click on the table with tools. Pick up the soldering gun (left side),
the tube (top left side), the thin, black wire (beneath the microscope), and the
journal pages for the journal book. Move R, F to the grey machine, R to the door.
Open the door and then F for a closeup of the inside of the machine. Remove the
small thin black wire on the lower left side. Replace it with the one from the
table. Use the soldering gun on both ends of that wire once you’ve put it in place.
Now remove the tube (far left side of the machine). Replace it with the tube from
the table. BU, R to the control panel with eight buttons and two sliding levers
on the right side. Turn on all eight buttons and pull down the left lever (this
raises the platform). Move R, F and use the crowbar two times from the shed on
the grey metal box. Remove a bulb. Move F (towards the door), then L, L again
so you are facing the wire cage. Move toward the red/grey machine on the left
side. Click on the small grate in front of the machine, and push the button. TA,
F, to the door, L and up the stairs. When you reach the loft door, you’ll need
to use your crowbar again three times to break off the lock. Open the hatch, go
U and F. Look U and click on the plug that is dangling. It will plug itself in.
Look D, then open the door, remove the burnt lightbulb, replace it with the new
one from the grey box. TA, D, D, D, D and go outside to the shed. Open the shed,
click on the breaker box and pull D on the large lever on the right. Enter the
house, and go into the lab. Move around the grey box and to the computer monitor.
Click on the RETRY button. Turn to the machine with the eight buttons and two
levers on it, and pull D the lever on the far right side. Turn and enter the portal
you’ve just created. [Insert Disk 2.]

III. Roost

TA
and you can see the portal. Don’t reenter. Move to the R side of the portal and
click F and continue to the beach and the pier. L at the pier, click on the bottle,
read the letter. R, and follow the pier to the end (F3, R, F, R, F) and pick up
the green key. L, F, F, L, F on the beach and turn R and pick up three small rocks.
Turn R, F, and pick up two more rocks (you may return as often as you like to
these two areas and pick up more rocks. You may carry no more than five
rocks with you at any one time). Move F5, then L and F to the entrance of the
roost. Click on the small keyhole on the lower left side. Use the green key on
the keyhole. (Just for grins, try looking U and throwing a few rocks at those
birds flying overhead. Remember, though, you’ll need to return for more rocks.)
Zoom in on the grey knob in the keyhole. Move the knob (click and hold down the
mouse button) L, D, D, L, L, L, D, R, D, R, D, L, U and the drawbridge will open.
Move F3, R, open the door, F3 times. The Birdman will see you, and use the lever
to close the gate on you, preventing you from entering his workroom. Not to fear.
You will get inside.

Getting into the Birdman’s workroom: Save your
game
here, so that it is more easily accessible if you fail to get in on the
first or second attempts. Take a rock from your inventory. Throw a rock at the
Birdman’s head, and then immediately throw another rock at the lever he
uses to lock you out. Quickly move your mouse cursor just over the middle of the
table and in the middle of his belly button area. You will get a F arrow. Move
into the room one time very quickly. He will fly off, but not before screaming
at you! Move F to the table and take two items: the four-way wrench and the nuts/bolts.
BU from the table, and turn L to see the table with the straps and swinging screwdriver
(more on that table and its purpose later). Move toward the radio device on the
small table. Click on it, then BU (Birdman will enter the room and smash the remote
device). When he leaves, pick up the remote device and the small metal antenna
just beneath the large hammer. BU, TA, F2, open door, R, F3. A mechanical "guardbird"
will prevent you from going up the stairs and through the gate. You can try to
pass if you’d like, but your head will suffer for it! There are two ways to pass
this bird. One is the easiest and most logical method, while the second one is
tedious and boring.

Easy method: In your inventory, bring the yellow mockingbird
and key from the toy soldier to the main inventory screen at the bottom of your
viewing screen. Click the key on the mockingbird, and an inset picture of the
mockingbird will appear. Now click the key on that mockingbird in the inset and
the key will be in the bird. Place the bird back in your inventory, click on it,
and click on the clock hanging on the wall. The mockingbird will fly over to the
clock. Now click the pendulum on the clock and watch.

Tedious method: Throw
rocks at the bird, go get more rocks, throw those at the bird, go get more rocks,
throw those at the bird, get more rocks … you get the idea. Move F, click on
the gate, F, click on the door. Save your game here. This is very important.
One of two things can happen in this next scenario: you can safely get inside
the room, fetch the throttle key for the submarine that you will need to use,
and other artifacts and items you will need, or you will move too slowly
and the Birdman will enter, stealing the throttle key and leaving you until much,
much later in the game before you will have an opportunity to get that throttle
key back.

Dead man’s (Martin’s) room: Move F2 to the desk,
open the bottom right drawer, move the two screws on the top portion, open the
secret compartment beneath that, and get that key. BU, turn R, click on the gate
(as the Birdman is about to enter the room), use the key you just picked up on
the gate and lock him out. Turn L, move to the desk, open the middle drawer, get
the throttle key, open the bottom left drawer, move the files a little and get
the small gold key. Use that gold key on the top right drawer just above the two
vases. Get the whistle/flute inside. Now click on the top left drawer, click on
the big black washer in the middle, then the chain in the top right corner of
the drawer, and finally the semi-big grey washer in the center. Underneath all
that junk is a spiral black wire. Get that wire. Move the clear vase up to the
top shelf directly above where it is now, and then move the gold vase over to
the other side next to the one that’s already there. Click on the divider between
the lightbulb looking thing and that empty shelf. Slide open the case and take
the lightbulb (this is another part of the ion cannon. There are seven pieces
in all for the ion cannon). Turn L and get the amulet from around Martin’s neck.
For grins, click on his head again. You must have this amulet. It will
go in the puzzlebox where the grey disk is, along with the two red rubies from
the study shelf.

Repairing the remote control device: Turn
L2, U and notice the ladder. Move D, R, open the door, F3, L and open that door.
Move F4, then L to the table. Put the remote control device on the table. Use
the swinging screwdriver to open the back of the remote. Use the four-way wrench
two times on the two gear wheels at the bottom of the remote. Remove the spiral
wire from between those two gears. Replace that wire with the one you picked up
in the junk drawer of the dead man’s desk. Close up the remote and screw it shut
again. Put the antenna on top of the remote and pick up the remote. TA,
F3, open the door, R, F4, open that door, F, R2, U. Use the remote on the ladder.
Go up, L, LD, get the L-shaped device off the table. BU, TA, F, click on the crank
hanging on the pole/post. TA, click on the attachment to the pole, use the "L"
handle on the right side of that item. Pull the crank handle up (this lowers the
bat plane). BU, TA, FR, and pick up the two wheel gears on the floor beneath the
bat plane. F to the crank box. Replace the two gear wheels from your inventory,
add the crank handle on the middle gear wheel. Turn the handle clockwise twelve
or thirteen rotations (no more). BU, R, F, L, F, D2, R, open the door, F2, L,
open the door, F2, R, F6 down the stairs to the dock.

Crane and walkway
for the submarine:
Click on the center of the crane, and the crane control
panel will appear in the inset. By clicking to the far left on the horizontal
bar, the crane will begin to rotate around. To stop the crane as it is
rotating, click in the center of the horizontal bar. Rotate the crane so that
it is directly over the first round metal weight on the dock. Stop the crane,
lower the crane by clicking on the bottom of the vertical crane bar, then raise
it up so you lift the weight up off the dock. Swing the crane around and stop
it directly over the buoy in the water. Lower the crane weight, then raise the
crane up again so the weight remains on the buoy. Swing the arm around again and
pick up the second weight using the same method. Drop that weight on top of the
other one on the buoy. Swing the crane arm around and stop it when it is directly
over the "upside down U". Lower the crane arm, and then lift it up,
which lifts up the "upside down U" and thus the underwater gate will
open.

Turn R, then F. Turn the wheel manually to extend the walkway all
the way out to the submarine, and then immediately click on the black metal bar
above the wheel to lock it in place.

IV. Submarine

Move
F to the submarine hatch. Open it and enter the submarine. F3 to the controls.
Insert the throttle key from the center drawer of the dead man’s desk into the
throttle opening just to the right of the arm of the captain’s chair. Push the
horizontal lever on the far right side up so that both of those two levers
are in the vertical position (this opens the engine room door in the rear
of the submarine). Turn the first two "keys" on the left side of the
controls. BU, L.

Ballast controls: Pull down the left lever,
and then the right lever. Spin the left wheel, and when the water reaches the
blue lines of the two left tubes, immediately click on and turn the right wheel.
You will see a short cut scene of the submarine as it submerges.

Navigational
control:
Turn L, F, R and click on the navigational desk. There is a map
rolled up inside one of the tubes on the desk. Find that map and open it. Now,
turn R and click on the globe. Click on the center area that is marked on the
map (not the one flashing). Hit the enter key on the keypad to lock in your destination
(the fortress).

Engines: Move R, F2 to the controls. Turn
off the first key and turn on the last key (the one at the top).
BU, TA, F2 to the door. Click on the wheel on the left. Enter the engine room
and pull the lever on the lower right side of your screen. The engines will start.
TA, F4 to the controls and push the throttle key forward. You’re off to the Fortress …

V.
Fortress

When the submarine arrives at the fortress, BU, TA, F2, RU
and U the ladder out of the submarine. Move R, F, R to the fishing pole, and click
on the reel to catch a fish. Turn L, F to the door, enter the carpenter’s room.
Move F, L, F to the windmill brick base. Click and hold down the mouse button
while turning the crank to raise the windmill blades. Click on the handle on top
of the crank box. Turn L, L, LF, LF to the long table. Take a pipe from the box
on the floor. Turn R4, F through the door, LU to the machine gear. Pull the brass
handle on the left. When the metal piece breaks off, move to the right and pull
the handle on top of the crank box to stop the blades from spinning. Replace the
broken pipe piece with one you picked up off the floor in the box. Pull the lever
on top of the crank box again and the blades will spin once again. Here are those
steps above in simplified form:

1. Raise the windmill blades.

2.
Pull the lever on top of the cylinder by the brick tower.

3. Turn on
the lever where the pipe piece will break off.

4. Wait for the pipe
piece to break off.

5. Turn off the power to the pipe thingie once
it breaks.

6. Turn off the windmill power (lever to the far, far
right by the cylinder shaped machine on the brick tower).

7. Pull down
the windmill blades.

8. Replace the pipe piece that broke off with
one from the other room.

9. Turn on the pipe machine after replacing
the pipe.

10. Pull the windmill blade lever.

11. Pull the windmill
blades back above the tower.

12. Try a saw!

Now you have power
to the machines and saws in the carpenter’s room. TA, LF, F to the saw with the
ram’s head on it. Saw four boards in half, and they will all be added to your
inventory. TA, RF. Start the saw and cut the long board in two pieces. Those will
also be added to your inventory. Move L, F, LU, L, R, up the ladder to the tower.
Enter the door, move R to the ladder, U3, then look U at the hook. Add the fish
from your inventory to that hook. TA, D, F2 to the door. Open the door, and have
a look! Yikes! TA, F, open the door, D2, L, TA, LF, LF, L, L, LF to the window,
F and look down.

Building the bridge to escape the monster: BU2
if the Dark Being is teasing the monster down below. Return and try looking again.
It may take several times, but you must see the monster on the top tower
walkways. When the monster is at the top of the tower, and he is walking around,
make sure that he walks all the way off the screen to the right. This is essential!
When he walks off the scene to the right, immediately BU2, turn L, F through the
dark doorway. Quickly toss down the two long boards you cut earlier, then toss
down the short boards you cut in the carpenters room. Run across the bridge you’ve
just created. If you are not fast enough, the monster will come and destroy
your bridge, and you will have to start all over cutting the boards and watching
for him out the window! Save your game when you successfully cross the
bridge.

Cannon for the monster:

1. Move F, RF, F, F
up the steps to the tower. Time to rid ourselves of that pesky Monster.

2. Turn RF, F to the cannon. Look U.

3. Take a cannonball and a barrel.
Put the barrel in the cannon hole in the inset picture. Then add a cannonball
and close the lid.

4. Take a piece of the fuse from the spool on the ground,
and put that in the hole on top of the cannon.

5. Lift the holding pin
at the base of the cannon and it will move over closer to where your target is
located.

6. Click on the "spotter scope" and you will see a
close-up of the monster trying to get the fish from the hook. Silly monster!

7. BU from the scope view, and click on your lighter in your inventory (a small
inset picture of your lighter will be there), then light the lighter.

8. Use the lighter on the fuse … and watch! Bingo! No more pesky monster to
bother us while we get back to business!

Metal room: Go back
down to the metal room.

1. Turn L and take coal and firewood.

2.
Turn R, F into the bridge area, TA, F, L to the wooden table. Take the cast iron
mold.

3. TA, LF and pick up the metal bars.

4. Move F2, L to the
fireplace oven. Put the wood and then the coal into the fireplace.

5.
Use your lighter again and light the fire.

6. Turn L and put the metal
bars in the pot that is hanging from the cable.

7. Put the metal casting
mold on the center of the table.

8. Pull the right lever (this will send
the metal bars into the fire). Leave it there for 30 seconds or you will have
to start over.

9. Pull the right lever again to remove the pot.

10. Press the button in the center of the table.

11. Pull the other
lever
to put the mold into the water bucket at the end of the table.

12. Pull the same lever again to return the mold to the center of the table.

13. Open the mold and take the new piece you’ve just made for the moth plane in
the opposite tower. (Using the moth plane is optional in this game. I do not
recommend using the moth plane, as there are alternate and more practical
methods of reaching our next three or four destinations, but the instructions
for using/operating the moth plane are here for you, too.)

Moth plane:
Move toward the table, and pick up the key (this key is for the base of
the statue in the tower where you will find another item needed for the construction
of the ion cannon). Zoom in on the moth plane. Use the piece you made in the metal
room on the side of the plane where the broken piece is located. The broken piece
will disappear, and the new piece will be there in its place. TA, TA, R, pull
the floor lever to rotate the plane. Turn L2, to the controls. Push the big black
button. Turn the crank until it stops. Move R2, LF and open the hatch and climb
in the driver’s seat! Push the far left wooden knob (rolls the plane down the
ramp). Pull the top right knob towards the left (extends the wings). Pull down
the lever on the right side (wings will flap). Release the brake on the bottom
right side and you’re off to the Temple … I’m going to get the ion cannon part
from the base of the statue and then taking the submarine to the shipwreck. How
about you?

Item from the base of the statue: Turn L, open
the door, F, open the door, F, D. Use the key from the table on the base of the
statue and get that item. Move U, F, R, D2, L, TA, LF, F, open the door, F3 to
the hatch of the submarine, then D. Move F3 to controls and turn on the ignition
key. Start the second and third keys. BU, TA, F, R2 to navigational controls.
Click on the globe. Click on the top left antenna and on the keypad enter 20.67
(enter key). Click on the top right antenna of the keypad and enter 118.96 (enter
on the keypad) and another location/destination appears on the map globe. Turn
R3, F, turn the lever on the door, enter the engine room and pull the lever on
the right. TA, and move towards the controls. Push the throttle key forward and
you’re off to the shipwreck. There is no need to blow the ballast tanks
when departing the fortress. They may appear to be above water, but actually,
the submarine is still submerged!

VI. Shipwreck

BU,
TA, F2, D2 Now you’re inside the minisub.

Minisub: Pull the
top right white lever (closes the hatch). Pull the top left white lever (releases,
or unlocks the minisub from the mothersub). Turn R inside the minisub and pull
U on the brown ascend/descend lever (lowers the minisub to the shipwreck location).
Pull the center ball to the R and then pull the handle on the left side. Pull
the center ball to the R and then pull the handle on the left side. Pull the center
ball to the R and then pull the handle on the left side. Pull the center ball
to the R and then pull the handle on the left side. Pull the center ball to the
R and then pull the handle on the left side. Pull the handle on the left side
only. Turn to the R inside the minisub and pull U the descend lever. Pull the
center ball to the L and pull the handle on the left side. Pull the center ball
to the L and pull the handle on the left side (you will now be facing the hook
on the pegboard)

Getting the hook off the wall: Push the
brown round knob just below the small round white dial on the left of the screen
(this lowers the robotic arm and the control panel for the robotic arm). Leave
the robotic arm in the center where it begins and raise the arm just a little
bit. Use the vertical lever on the control panel for the robotic arm to grab the
hook on the pegboard.

Reaching the safe: Turn to the R inside
the minisub and again use the ascend lever to come out of the hull of the shipwreck.
Pull the center ball to the R, and pull the lever on the left side. Pull the lever
on the left side. Pull the center ball to the R and pull the lever on the left
side. Pull the center ball to the R and pull the lever on the left side (you will
be facing boards and lumber piles). Pull the lever on the left side (minisub will
travel forwards for a ways and stop where you will be staring at a human skull).
Turn R inside the minisub and pull the ascend/descend lever again to raise up
one level. Pull the center ball to the R and pull the lever on the left (you will
be facing the safe). Leave the controls for the robotic arm where they are and
reach out with the arm and remove one of the boards blocking the safe. Pull the
center ball to the L and pull the lever on the left (you will now be facing a
board with a hole in it). Move the robotic arm just a tiny bit to the left
of the center ball and raise it up not quite halfway. Extend the arm and the
hook at the end will grasp the remaining board on top of the safe and knock it
free. Pull the center ball to the R and pull the lever on the left (you will again
be facing the safe).

Safe and getting the item inside: Move
the robotic arm almost all the way down and just past the center ball on the right
side. Reach out and open the safe door. Lower the robotic arm all the way down
and move it just a tiny, tiny bit to the left of the center ball. Reach out and
grab the item from inside the safe. You will see an automatic sequence that follows,
taking you back to the mothersub with the item in your inventory.

VII.
Submarine

F3, turn on the ignition key under the steering wheel, and
the center key on the left. Move to the navigational station. Use the antennas
and keypad entry panel and enter the roost coordinates or just use the
far right mark on the map globe, then click on ENTER on the keypad. Go back to
the control panel area and turn on the top key on the left. Go to the engine room
and pull the lever to start the engines again. At the control panel, pull the
throttle key forward.

VIII. Roost

We have
three pieces of seven for the ion cannon. We need to go back to the roost and
use the bat plane to travel to the temple and our next location for an ion cannon
part. Once you arrive back at the roost, turn the sub ignition key on again, turn
on the bottom left key, and then move B, L to the ballast controls. Turn the left
wheel and the sub will reemerge from beneath the water. TA, R, F2, RU, U, L, F,
L, F6, L, open the door, R, F4, open the door to the dead man’s room, F2, R2,
U, and use the remote control device on the ladder. U, F, R, F, open the hatch
on the top and you’ll be inside the bat plane.

Bat plane: Notice
the white/blue/red dial in front of you. Since we had already wound the crank
outside the bat plane twelve to thirteen times, the needle should be on the blue
area. No need to wind it again. Click on the brown round circle on the far left
side (lifts the black clamp). Pull the handle beneath the black clamp and you’ll
fly off to the Temple. (Insert disk 2.)

IX. Temple

Move
F, R, and pick up the sea shells on the left side of the center beach area. TA,
F, click on the symbol on the elevator doors. Move F, and go up the elevator.
F, click on the door, F into the room. Meet Lyril (click on her). When she is
quiet, give Lyril the blue shells from your purse. Click on Lyril after she thanks
you for the shells. Click on her again when she is quiet. Click on Lyril again!
When she asks you if you have seen the temple priests, show her the letter from
the bottle on the beach at the roost. She will know, then, that they are dead.
Give her the nuts and bolts from the Birdman’s workroom. BU, and she speaks again.
Click on her and she will tell you about the priests. Click on Lyril again and
she tells you about the six priests and collecting the pieces for the "device."
BU, R2, out the door and turn L, F, open the other door. F2 to the oyster/clam
shell.

Getting the CD from the clam shell: Click on the left
and then the right chimes once each (the clam will open its eyes). Click on the
left and then the right chimes once again (the clam will open up). Click on the
two little horizontal levers in the middle and rotate each one of them around
so that there is a tiny vertical "slit" going down the middle. Click
on the center vertical lever (looks sort of like a lightbulb on a pole!) and pull
it down towards you. Click on the left and then the right chimes one last time.
Click on the spiral lever towards the back left side and pull it towards the left.
A CD will pop out of the tiny thin vertical slit you created earlier. Take that
CD with you.

BU, TA, F, RF, F, open the door, F. Place the CD in the left
pool. Push the tiny purple button next to the CD and listen to Lyril talk about
the history of the temple and the priests. When you are finished listening to
the history, TA, F, L, F, and move to the center room (where you first met Lyril).
Save your game here.

Rescuing Lyril from the Birdman’s attack:
When you are in the center of the room, Lyril should still be there. Turn
L to the control panel table, and then F once. You will see, beyond the controls,
a magnet attached to the wall. On the control panel in front of you, you will
see two main levers; a horizontal and a vertical control lever. Move the horizontal
lever to the left (this triggers the Birdman to enter the room and begin
attacking Lyril … watch and enjoy … she sure does like to talk!). Watch carefully
as he attacks her. Use the vertical control lever again and again until you trap
the Birdman on the wall magnet (you may need to restore your saved game a few
times and keep trying. There is one point in the struggle that the Birdman will
leap backwards and up in the air a little. That is the perfect time to nab him
on the magnet). Move F, L, and click on Lyril. She will tell you that she trusts
you now.

BU and she speaks again. Listen to her again (she tells you about
the Dark Being and your final destination, the volcano). Give her the last set
of shells in your inventory. BU and again she will tell you more about the volcano
and the Dark Being. Click on her again, and she will talk to you more (she sure
does love to talk!). Again, click on her and she tells you about the device used
to contain the Dark Being and the priests’ departure in the ironclad ship. BU,
click on the large floor lever, and pull the lever toward you.

Basement
of the temple:
L, L, F and collect items from each of the three boxes
on the floor. Click on the diagram hanging on the wall (this is a drawing of how
to assemble the ion cannon). Click on the left brass ram’s head (coordinate: 22.01),
and then click on the right brass ram’s head (coordinate: 119.11). The volcano
will appear in the center sphere. Note the coordinates. BU, TA, L and click on
the box on the right side. Remove the item (item 4 for the ion cannon). Turn and
face the floor lever. Click on the far right machine and remove the item inside
(this item will be used to create a time bomb toward the very end of the game).
Pull the floor lever and ascend to the main floor. Push the lever away from you
and you will ascend to the dome and the temple teleportal machine.

Teleportal
machine in the dome:
Time to head back to the Lighthouse and finish up
that puzzlebox. Turn L, L, LF and click on the plug on the lower left side of
the gray/brown and red machine. BU, R, F to the huge control panel for the teleportal
machine.

1. Move LF to the four black monitors.

2. Pull the large
circuit breaker switch on the right.

3. Pull down the brown handle below
the red lights that flash.

4. Turn on all four monitors by pushing the
four brown buttons beneath them.

5. Turn R2, to the right side of the control
panel.

6. Push the brown button beneath and to the right of the monitor.

7. Using the left wheel arrow, rotate the wheel until you see the lighthouse.

8. Using the right wheel, rotate that until you see the lighthouse study
where the safe is located.

9. Push in the black button to the right of
the right wheel (this locks in the destination for your portal).

10. Move
L, D.

11. Pull the large lever on the left down (the platform for the teleportal
machine will extend) and then pull the large right lever (the dome will open up).

12. Push the lower, left button (turns on the power for the bottom monitor
in front of you).

13. Carefully align the two yellow and two red lines
in the center of the circle using the four knobs around the bottom monitor.

14.
Push down the two small levers at the top of the monitor and towards the left
side.

15. Now pull the small circuit breaker switch at the bottom of the
monitor (it will reset itself). Now is a good time to save your game again.

16.
Now reach up and slide the lever above the bottom monitor to the right. Watch
the gauge/dial very carefully.
Move the slider lever again as soon as the
gauge/dial is on the red line (this has to be exactly on the red line). If the
dial/meter goes past the red line, the system will shut down.

17. One last
time, pull the circuit breaker switch beneath the monitor again. The porthole
will be created and you will see it on the platform that extended awhile ago.

18. Turn around and talk to Lyril one last time … then make your way
to the port hole and go through … You’ll end up at the Lighthouse in the study
… which is exactly where you need to be at this point.

X.
Lighthouse

Puzzlebox finale!

1. Turn to the puzzlebox
and click on it. The grey disk will be in front of you.

2. Insert the amulet
from around the dead man’s neck into the grey disk.

3. Add the two red
rubies from the bookshelf behind you into the disk.

4. Push the button
on the top of the box (opens the grey amulet/rubies to reveal a cylinder device
inside the box).

5. There are four rings that circle the cylinder device.
Rotate the rings so that all four rings are displaying the square figure down
the middle of the cylinder (you will hear a "click" sound).

6.
Rotate all four rings so that the circle is displayed down the middle (partially
opens the top of the cylinder device).

7. Rotate all four rings around
the cylinder so that the triangle is displayed down the middle (opens the bottom
of the cylinder device).

8. Finally, rotate each ring with the order
of the geometric shapes you saw on the metal strip earlier (circle, triangle,
square and cross). The cylinder will open, and you will find the final piece to
the ion cannon inside the cylinder. Remove that item and add it to your inventory.

Leaving the lighthouse again: BU, TA, L, R (to the hallway),
F, click on the keypad, enter the lab. Move L to the grey box and remove another
lightbulb. Go up the stairs to the tower. Remove the burnt bulb and replace it
with the one you just picked up from the silver box. TA, D4, L, LF to the computer
monitor. Push the retry button. TA, and pull down the far right lever to activate
the portal. Enter the portal. (Insert disk 2.)

Other guides for Lighthouse: The Dark Being