Just Adventure original
Lighthouse: The Dark Being Walkthrough by Linda Shaw June
XI. Roost
TA,
LF (past the portal), F, LF, F4, R to the door, open the door, F2, R, F6 down
the stairs to the sub, R, F2. Click on the submarine lid, D into the sub.
XII.
Ironclad/Submarine
F3, L to the ballast controls. Pull the left lever
down and then the right lever. Turn the left wheel, and as the water reaches the
blue are of the two left tubes, immediately turn the right wheel. The ironclad
will submerge.
Move to the engine room and pull the lever on the right.
TA, F4 to the control panel. Turn off the top key, and turn on the middle key.
BU, TA, F, R2 to the navigational station controls. Click on the globe. Using
the keypad , click on the top left antenna. Enter the first coordinate for the
volcano (22.01) and hit the ENTER button on the keypad. Click on the top right
antenna and enter the second coordinate for the volcano (119.11) and hit the ENTER
button on the keypad. A new location will appear on the globe (the volcano!).
R,
F2 to the controls. Push the throttle forward and the submarine/Ironclad will
travel to the volcano. BU, TA, F2, RU, U. (Insert disk 1.)
XIII.
Volcano
Turn left outside the ironclad and notice the Dark Being through
the window with the bars. L2, F, L, F2 to the train. Click on the rectangular
box to the right of the train door. In the inset picture, click on the door, and
then remove the red wire cutters at the bottom of the box. R, click on the gate
lock. Use the wire cutters to cut off the padlock, then click on the gate doors.
TA, F, R, F to the train and click on the door. F into the train. L inside the
train and pull up on the circuit breaker switch. TA, F to the train controls.
Push the red button. Now pull the large lever on the right forward and the train
will move along the tracks, past the gates that you just opened and then it will
automatically stop. When the train stops, you will see a small black rectangular
box in the lower left corner of your screen. This is the "outside viewer"
button. Push the red button and you will see outside the train, without leaving.
Learn to look for this "outside viewer" button often for the rest of
the game. It is very important.
Click on the red button on the outside
viewer screen. From the outside view, click on the green round machine just below
the jagged pole along the wall. Pull down the handle on the green machine and
the train will be lift up onto the main tracks. Turn L from the outside and click
on the brown box to the right of the green machine. Open the box handle and turn
the handle clockwise one rotation. This will rotate the train one-quarter turn
on the four-way intersection. Push the red outside viewer button to return to
the inside of the train.
Broken switchbox: Pull the handle
forward to move the train. Stop immediately when the "outside viewer"
shows up on the lower left side of your screen. Again, click on the red button.
From the outside view, click on the side of the train and remove the wrench from
the toolbox. Click on the box in the middle of the viewing screen and take a pipe.
Now click on the train switchbox just to the side of the track. Put the pipe in
the switchbox. Use the wrench on the pipe and repair the broken switchbox.
Rock
smashing room and Amanda: Return to the inside of the train, and move
forward. Watch carefully on the right side of the train. As soon as you pass two
pink poles on the right side, begin pulling/pushing the track switch lever. You
should hear a "clicking" sound as the track switches. Continue pulling
the lever by clicking on it. This should cause the train to switch tracks. The
train will stop automatically. Turn off the engine (push the big red button).
TA, and exit either door. TA and notice rocks moving along the conveyor belt.
Turn L and notice the trap door that opens and closes. You can click on your umbrella
in your inventory two times (you do not want the umbrella in its own "inset"
picture) and jam the umbrella into the hole of the door as it goes up. Turn L
again. Bingo, you just found Amanda. Turn the wheel on the brown and silver pipe
and pull the circuit breaker switch beside it. You should hear a gate raise in
the background. To make sure that you’ve raised the gate, go through the trap
door you’ve just jammed open with your umbrella and turn to the left. Look to
the right of where Amanda is playing with the rocks and see if you notice the
gate up in the distance. If you do not see the gate up, then go
back out and work the circuit breaker and the wheel over the brown/grey pipe.
Do not touch the wheel over the silver pipe yet. When you are certain that
the gate in the distance is not blocking the tracks, remove your umbrella
from the trap door (you cannot rescue Amanda just yet … besides, she looks like
she’s having so much fun with those rocks … and she’s not crying!). You
will need your umbrella again, so take it with you.
Dark Being and
using the dynamite: From the rock smashing room, return to the train,
back up until you go just beyond the four-way track intersection. Stop and move
forward. Stop on the four-way intersection. From the outside view, turn left until
you see the brown box that rotates the train. Turn the handle one time around
clockwise, and it rotates the train one-quarter turn. Turn the handle again, one
full turn and rotate the train one-quarter turn again. Enter the train and go
forward until you reach the four-way intersection. Just beyond the intersection
use the track switch lever and veer to the left. You will stop automatically,
and will see the Dark Being throw rocks on the track. Use your outside viewer
button and remove some dynamite from the toolbox on the side of the train. Place
the dynamite in between the rocks on the track. Use your lighter to light the
dynamite and watch the rocks blow! Continue forward until the train stops automatically.
If you exit the train, you will come across a green door. This door is locked.
It is a back door to the Dark Being’s lab.
Boiler room and lava pit:
From the back door of the Dark Being’s lab, back up the train to just
beyond the intersection of the track you were just on. Stop. Go forward to the
right (default direction; no need to use the switch lever). Follow the track all
the way until you reach the dead end. The train stops automatically. Exit the
train to the R and you will be in the boiler room. Move F and turn the third wheel
and the last wheel (from L to R). Now turn R, F, R and notice the broken walkway
grate hanging down. Click on the broken walkway. In the inset picture, use your
umbrella from your inventory (see? I told you you’d need to use it again …)
on the fallen piece. Latch the piece in place by clicking on the hook in the right
corner. Move F to the controls. Pull the right lever. Move F to the pod and click
on the door. Forward inside the minipod.
Minipod:
1.
Pull the handle on the right side downward.
2. Stop when you see the first
red vertical arrow.
3. Maneuver the robotic arm so that it is directly
in front of the red arrow (you will barely be able to see any of the red arrow).
4. Turn the knob above the left control lever to turn the arrow to the
horizontal position.
5. Lower the pod a little more and again, adjust the
robotic arm so it is directly in front of the second red vertical arrow. Rotate
the knob so the red arrow turns to the horizontal position.
6. Lower the
pod again and leave the 3rd red arrow alone. Do not turn this arrow.
7.
Stop in front of the fourth red arrow.
8. Lower the pod a little more and
turn the fourth red arrow to the horizontal position.
9. Leave the fifth
red arrow alone (on the left side) and stop in front of the sixth and final arrow.
10. Adjust the robotic arm in the middle of the screen and outstretch the
arm all the way. Turn the knob above the arm controls to rotate the arrow to the
horizontal position.
11. There should be no steam coming out of
either of the two steam pipes at the top when the first, second, fourth and sixth
arrows have been turned to the horizontal position.
12. Lower the pod all
the way to the base of the pit. You will see an item inside an iron ball at the
base of the pit.
13. From the very bottom of the pit, raise the pod just
enough so that the outstretched robotic arm blocks your view of the item inside
the iron ball.
14. Use the knob above the robotic controls to fetch this
item.
15. Slowly raise the pod and stop in front of the last arrow you
turned. Use the arm (move the arm to the left just a little and use the knob to
return the arrow to the vertical position).
16. Rise up a little higher,
leaving the left arrow alone (fifth arrow), and move the arm to the right of center,
in front of the fourth arrow.
17. Use the knob above the robotic arm controls
to rotate the fourth arrow back to the vertical position.
18. Again, raise
the minipod, leaving the third red arrow alone (far right side).
19. Adjust
the second red arrow back to the vertical position (left side of the wall).
20.
Rise up again and lock in on the first red arrow.
21. Rotate the knob above
the controls and return the first arrow to the vertical position.
22. After
all arrows have been returned to their original positions, rise up in the pod
two times. Exit the pod carrying the sixth of seven items for the ion cannon.
Finally rescuing Amanda: From the boiler room/lava pit, reenter
the train and go backwards all the way until you see the two pink poles on the
left side of the train (quite a ways, too). Upon passing the pink poles, use the
track switch lever and ver to the left. The train will stop automatically at the
rock smashing room. It’s time to rescue Amanda and get a move on!
Exit
the train, turn R2 to the trap door. Using your umbrella (click twice on it in
your inventory), jam the closed umbrella into the hole of the door as it rises
up to let the rocks pass through. Move to the control panel in front of Amanda.
1. Turn the wheel on the silver pipe (it will have power now).
2.
Pull the large lever toward you to activate the magnet behind you.
3.
Push the red button to lower the magnet. You must pick up a rock with the magnet.
This may take several attempts. Turn around each time you push the red button
to see if you have a rock on the magnet.
4. When you have a rock on the
magnet, turn around and face the control panel and Amanda.
5. Push the
tall lever toward Amanda.
6. Repeat step 5.
7. Push the red button
to drop the rock, allowing it to smash the chains that hold Amanda in the cage.
8. Go through the trap door you’ve propped open with your umbrella, turn
left and get Amanda from the wagon.
9. You don’t need your umbrella anymore,
so take it of leave it … your choice!
Drawbridge: Save
your game! From the rock smashing room, enter the train and move forward all
the way to the four-way intersection. Stop the train. Use your compass and rotate
the train so you are facing east. Now go in reverse past the three
tracks that intersect. Stop the train just past the three tracks. Go forward
past the two switch boxes and stop after a short distance. Now go in reverse
again and immediately use the track switch lever, and the train will switch
track and stop automatically at the drawbridge. At the drawbridge:
1. From
the outside view, click on the up/down switch on the far left side of the control
panel (it should go down).
2. Now click on the knob above that up/down
switch and pull the knob to the right (lowers the hook from the train).
3.
Again, click on and slide the knob back to the left (raises the hook, which drops
the Drawbridge). Save your game here.
Broken track and repairing
it: After lowering the drawbridge, move F in the train to the four-way
intersection. Turn the train around (facing east) and go forward until
you approach the track that veers to the left. Use the switch lever and go to
the left. Cross over the drawbridge, and watch very carefully for the "outside
viewer" button in the lower left corner. As soon as you see that viewer
button, stop the train (or you could die here)! From the outside
view, click on the train and remove the wire cutters on the top of the toolbox.
Use the wire cutters on the broken track nail (top left side of inset). Move L
from the outside view, and use the wire cutters again on the nail of a good track
piece. Put the track piece in your inventory. Turn R and put the new track piece
on the track. Save your game here.
Return to the train after repairing
the broken track. Continue F until the train stops in front of a wall. Push the
red button in the center of the control panel on the train and the drill will
lower and drill through the wall, revealing a room. Turn off the train engine,
exit the train (outside viewer button) and take the hammer from the toolbox. Move
into the hole you created.
Ion cannon assembly: Click on
the table to the left of the "doorway" you created and just on the other
side of some large rocks on the floor. Before "zooming" in on the table,
put the following parts in your inventory at the bottom of the screen: (1) the
lightbulb-looking piece you got from the dead man’s room, (2) the three-layered
vase-looking piece you picked up from the base of the statue at the fortress,
(3) the item you got from the shipwreck safe (has two "handles" on the
top of it), and (4) the item you got from the basement of the temple (black with
yellow wires and black colored tubes sticking out). Now you have a closeup of
the table where you will be assembling the ion cannon.
When you first zoom
in on the table, you will get a close-up of the wooden boomerang-looking piece.
This piece will appear at the top larger screen section of the ion cannon assembly
when you click on it. In the lower part of the screen, you will see in your inventory
the remaining six items you will need to build the cannon. You will need to "move"
the wooden piece into the bottom of your inventory for a little while so you can
assemble the pieces in the correct order. Refer to your diagram that you picked
up in the basement of the temple if you are unable to follow my instructions below.
1. Click on the lightbulb-looking piece you got from the dead man’s desk
and put it in the big screen above your inventory. It will go to one side of the
huge boomerang wooden piece.
2. Now click on the three-layered vase (item
from the statue base) and click that piece on top of the wooden boomerang. The
wooden piece will disappear from the big screen and appear at the bottom in your
inventory.
3. Turn both the three-layered vase piece and the lightbulb
tip so they are facing west. Click on and hold down your mouse button on
the lightbulb, and push it together into the three-layered vase. It will "snap"
into place, and the two items will become one.
4. Now grab the piece from
the shipwreck safe (the one with the "handles" on it). Rotate this piece
so that the one "open/hollow side" is facing the other two pieces that
are joined and slide it just above and a little behind the other three-layered
vase piece. It, too, will snap into place.
5. Grab the round piece from
the base of the statue at the temple. Attach that piece just behind and below
the three-layered vase and below the piece with the wings/flaps/handles.
6.
Now get the piece you got from the basement of the temple (this is the black piece
with yellow wires and black tubes sticking out). "Open" the black tubes
by clicking on them once. Attach this piece behind the oval/circle-shaped piece
and then close the flaps (black tubes) in place.
7. Now you’re ready for
the boomerang piece. Turn the entire cannon you’ve built so far so that
you are looking at the very back of the cannon. Turn the boomerang piece so that
you are also looking at the very back of that piece. Slide that piece down and
almost under the cannon. It will "snap" into place.
8. Finally,
grab the bottle you got from the lighthouse puzzlebox and open the wings on the
top of the cannon (the shipwreck safe piece). To open the handles, click on each
of the brown handles so the lid opens. Turn the bottle from the puzzlebox so the
tip (top of the bottle) is facing west. Turn the rest of the cannon so it too,
is facing west (lightbulb will be facing the left side). Now drop the bottle into
the top flap. Close the caps/wings or flaps and the lid for the bottle.
9.
Push the red button on the side of the cannon and you’re ready to get that Dark
Being! Save your game here to enjoy different endings.
Setting
the time bomb: With the ion cannon in your inventory, return to the side
of the train. Open the toolbox. Click on the dynamite. Find the circuit board-looking
piece in your inventory (another item from the basement of the temple). Combine
this item with the dynamite. Now find the alarm clock you picked up in Amanda’s
room and combine it with the dynamite/circuit board. You’ve just created a time
bomb and it’s ticking! No time to waste …
Dark Being’s lab/Professor
Krick: Enter the train, start the engine and reverse all the way back
to the four-way intersection. Use your compass, and turn the train to face north.
Go forward and stay on the right track. You will return to the boiler room.
Exit the train and turn the fourth wheel from the left. This opens the Dark Being’s
lab door. Reenter the train and head back to the four-way intersection. Point
the train east and then take the left track by using the track switch lever.
Exit the train when it stops and reenter the hole you created earlier. Move to
the right down that hallway towards the green door. Open the door and step forward
once. Stop and watch the Dark Being. He will turn some knobs, pull some
levers and wind a few wheels. When he steps back and moves towards the huge floor
lever on the right, zap him with your ion cannon. He will be sucked into the bottle
you placed at the top of the cannon. Enter the room and move towards the big machine.
Turn to the right and pull the huge floor lever he was about to reach for. You’ve
just created a portal. Now turn and move towards the chest on the floor underneath
the table. Use the hammer on the chest, then click on it. Take the blueprints
from inside the chest. Turn around as if to leave the lab and then turn towards
the right. You will see Professor Krick in the chair. Move toward the control
panel in front of him. Pull down the far left lever (this will lower the cap on
Krick’s head). Also pull down the second circuit breaker switch (gives "juice"
to the machine!). Now turn the dial so that the point of the dial is on the second
setting. Now pull down the lever on the far right three times to zap the Professor.
No more … unless you just like torturing people! Move around and click on Krick
a couple of times to wake him up. Give him the blueprints and Amanda. He will
step through the portal. Follow him!
Click on the Lighthouse when you return.
Now click on the Professor several times … or more, if you like annoying him
and Amanda!
The original of this walkthrough is located
here.
View this guide raw, exactly as the archive holds it