0
Introduction
In Lighthouse you will travel through 6 distinctly different regions and
will meet a cast of intriguing characters. You must solve a series of
challenging animated puzzles, all closely tied into the story, to reach
the end of the game, and to rescue Dr. Krick and his baby daughter Amanda.
We recommend that you only read further when you are stuck or frustrated,
and feel you can't go on without a hint.
The hints are broken down by region. Reading all the hints right away will
result in finishing the game quickly, and will take away much of the
challenge of completing Lighthouse.
---------------------------------------------------------------------------
--
The Lighthouse
The Lighthouse is the home of Dr. Krick and Amanda, and is the location
of Dr. Krick's secret laboratory.
---------------------------------------------------------------------------
--
What's going on in the Lighthouse?
Pages from Dr. Krick's notebook can be found scattered throughout the
Lighthouse. Look for them as you explore, and read them to understand more
about Dr. Krick's secret experiments. As you learn more about Krick's
research, you will discover the secret of the Lighthouse, and will gain
clues to unraveling the mystery of his disappearance.
---------------------------------------------------------------------------
--
How do I open the safe?
Once you find the combination to Dr. Krick's hidden wall safe, you can
open it by following these instructions:
1) Rotate the dial 360 degrees clockwise to clear the tumblers.
2) Rotate the dial clockwise to the first number.
3) Rotate the dial counter-clockwise past the first number, and
stop on the second number.
4) Rotate the dial clockwise to the third and final number.
If you do it right the inset close up of the dial will be replaced by
the front of the safe. Click on the handle and open the safe.
---------------------------------------------------------------------------
--
Should I follow the Dark Being through the Portal in the bedroom?
Lighthouse is a game with a branching structure. You can make decisions
that result in things happening in different ways. Following the Dark
Being after the kidnapping, or not, is one of these branches.
It is not possible to get stuck in Lighthouse with no way out of a
situation. You can make some bad decisions, resulting in complications
along the way, but there is always a way to recover and complete the game.
Eventually, your course of action will result in one of sixteen different
endings, some good, and some bad, but unless the game is over, there is
always a way to go back and figure out things you may have missed along
the way.
---------------------------------------------------------------------------
--
What do I do with the Puzzle Box?
In Dr. Krick's study you will find a mysterious puzzle box, given to
him for safekeeping by the inventor from the parallel world. Opening the
box involves solving a series of puzzles to reach something hidden at it's
heart. Don't worry if you can't solve it completely the first time, but
you must ret urn to complete it eventually, or you will be unable to
defeat the Dark Being. There is an item you will need from beyond the
portal in order to finish the puzzle box.
---------------------------------------------------------------------------
--
How do I finish the "Hawk Tile Puzzle"?
The third puzzle you encounter in the puzzle box is the "Hawk Tile
Puzzle." It is solved by sliding a group of 25 tiles to form a picture of
a diving hawk. If this puzzle has you stumped, you can use the following
cheat to get by:
Click on the small square stud below the sliding panel that covers the
hawk puzzle. This reveals the Hawk Tile Puzzle. Use the exit arrow to the
right or left of the screen to exit to the long shot of the roll top desk.
Repeat this 4 times and a "Solve It?" button will appear below the puzzle.
Press this button to solve the puzzle instantly.
---------------------------------------------------------------------------
--
Martin's Roost
Martin's Roost is a tall tower at the edge of the sea, built by an
eccentric inventor named Martin. It is the home of the Birdman, and
contains several bizarre inventions and contraptions.
---------------------------------------------------------------------------
--
What's up with the Birdman?
The Birdman has been corrupted by the Dark Being, and must be
outsmarted at the sea-side tower called "Martin's Roost". He will do
whatever he can to stop you from getting through the tower. If he gets the
chance, he will take something you need to start the submarine. Don't
worry if he outsmarts you, there's more than one way to skin a Birdman!
---------------------------------------------------------------------------
--
What do I do with the Radio Control Unit?
Some of Martin's inventions can be affected using radio control. The
radio control unit is damaged, and must be repaired to work. Look for a
place to put it so you can fix it. There are all kinds of tools around the
workshop. Use them to make your repairs.
---------------------------------------------------------------------------
--
The submarine - how do I make it go?
There are five steps necessary to operate the submarine. They are
opening the sea gate, starting the engine, blowing the ballast, choosing a
destination, and using the throttle lever. These steps do not need to be
completed in an exact order, but must all be completed to launch the
submarine and reach a new destination.
---------------------------------------------------------------------------
--
The Temple of the Ancient Machines
The Temple is built within high cliffs that overlook the sea. Within
the temple, the machines of a bygone age are examined and integrated into
the society of the parallel world.
---------------------------------------------------------------------------
--
What's up with the legless girl?
At the Temple you will meet Liryl, guardian and sacred ward of the
Temple of the Ancient Machines. All of her friends are gone, and she is a
little insecure. Gain her trust, and she will help you reach the inner
chambers of the temple.
---------------------------------------------------------------------------
--
How do I make Liryl trust me?
At the temple you can learn the history of the world, and more about
the Dark Being and it's motives. You must hear the history of the world
before Liryl will help you, and you must confront the Birdman once again
in the central chamber of the Temple. Only then will she trust you, and
allow you access to the Temple's secret inner chambers.
---------------------------------------------------------------------------
--
How do I hear the world history?
To hear the world history, you must find a way to activate the hologram
device in the left chamber of the Temple. Explore the strange "Kinetic
Sculpture" in the right chamber to find what you need to activate the
history hologram. Use a combination of sound and motion to get what you
need.
---------------------------------------------------------------------------
--
The Wreck of the Ironclad
The Wreck is a rusting hulk on the bottom of the sea. The ship met its
doom on the rocks while traveling with precious cargo from the Temple to
the Roost.
---------------------------------------------------------------------------
--
How do I drive the Diving Pod?
Navigate the pod by using the ball-shaped control below the center
round window, and the lever to the left of the window. The sub will move
left, forward, or right depending on whether the ball-shaped control is
set left, center, or right.
Set the direction you want to go using the ball-shaped control, then
click on the left lever to travel in the direction you have selected. The
pod will stop at the next point that you can make a decision. If you are
in a hurry, click again anywhere while the pod is moving to jump to the
next location.
---------------------------------------------------------------------------
--
How do I use the Robot Arm?
The robot arm is controlled using a panel that lowers from the ceiling.
Use the left cross-shaped control lever to move the arm up, down, left, or
right. Use the right lever to extend the arm to grab at something you want
to effect. Position the arm slightly below the thing you want to effect,
then click on the right "grab" lever to reach it.
If you get it right, the lighthouse shaped "wait cursor" will appear,
and an animation will occur. If no wait cursor appears, adjust the
position of the arm slightly, and try again. You must adjust the arm
carefully, so try again if you don't get it right away.
---------------------------------------------------------------------------
--
What am I looking for at the wreck?
Using the diving pod attached to the submarine, you can get to the
wreck of the priest's ironclad ship. The ship contains one of the pieces
of the device built by the priests to defeat the Dark Being. Look around
the wreck for the missing piece. Once you find it, you will need to find a
way to get at it using your pod's robot arm.
---------------------------------------------------------------------------
--
The Island Fortress
The Island Fortress is a collection of workshops and dwellings, built
on a tiny island, and protected by thick walls and a battery of iron
cannons.
---------------------------------------------------------------------------
--
What's up with the Fortress Monster?
The monster has been ordered to defend the Fortress by the Dark Being,
and must be defeated to get through the region. To defeat him you must
find a way to reach the areas of the fortress he is guarding. Use the
tools in the fortress's workshops to build what you need to continue.
---------------------------------------------------------------------------
--
How do I stop the Monster from destroying the Bridge?
Watch the monster wander the fortress from the window in the wood shop.
Wait until he walks as far from you as possible, then build the bridge
quickly before he can return.
---------------------------------------------------------------------------
--
The Dark Domain
The Dark Domain is the stronghold of the Dark Being. It is a series of
interconnected tunnels and caverns, built inside the walls of an active
volcano.
---------------------------------------------------------------------------
--
How do I drive the train?
You must travel around the Dark Domain using the driller train parked
at the submarine dock. The two controls you will use the most are the T
shaped "throttle lever" to the right, and the large brown "switch lever"
on the left-center of the train's control panel. To move the train forward
or backward click above or below the throttle lever.
To switch tracks, click on the brown switch lever repeatedly when
approaching an intersection, either forward or backward. If you miss the
turn, back up and try again. One of the switches is broken and must be
repaired before the train can switch tracks.
---------------------------------------------------------------------------
--
How do I use the Valves in the Thermal Power Chamber?
All the contraptions inside the volcano are powered by thermal power
from the active volcano. To get through the Dark Domain, you must find
your way to the Thermal Power chamber, and learn how to use the valves on
the two giant steam engines that provide power to all the devices in the
region. To figure out what they do, pay attention to the color and shape
of the pipes that run from the thermal power chamber to the different
areas of the caverns.
---------------------------------------------------------------------------
--
How do I defeat the Dark Being?
The ultimate goal in the Dark Domain is to rescue Amanda and Dr. Krick,
and to defeat the Dark Being. To defeat him, you must collect the pieces
of the Particle Displacement Ionizing Vacuum Cannon, created by the
priests, and then scattered throughout the land for safekeeping.
There are 7 things you will need to complete the cannon. 6 parts for
the body of the cannon, and the crystal bottle that will contain the Dark
Being. There is one cannon part hidden in each region of the game, and 2
parts, recovered by the Dark Being, hidden in the Dark Domain.
In Lighthouse you will travel through 6 distinctly different regions and
will meet a cast of intriguing characters. You must solve a series of
challenging animated puzzles, all closely tied into the story, to reach
the end of the game, and to rescue Dr. Krick and his baby daughter Amanda.
We recommend that you only read further when you are stuck or frustrated,
and feel you can't go on without a hint.
The hints are broken down by region. Reading all the hints right away will
result in finishing the game quickly, and will take away much of the
challenge of completing Lighthouse.
---------------------------------------------------------------------------
--
The Lighthouse
The Lighthouse is the home of Dr. Krick and Amanda, and is the location
of Dr. Krick's secret laboratory.
---------------------------------------------------------------------------
--
What's going on in the Lighthouse?
Pages from Dr. Krick's notebook can be found scattered throughout the
Lighthouse. Look for them as you explore, and read them to understand more
about Dr. Krick's secret experiments. As you learn more about Krick's
research, you will discover the secret of the Lighthouse, and will gain
clues to unraveling the mystery of his disappearance.
---------------------------------------------------------------------------
--
How do I open the safe?
Once you find the combination to Dr. Krick's hidden wall safe, you can
open it by following these instructions:
1) Rotate the dial 360 degrees clockwise to clear the tumblers.
2) Rotate the dial clockwise to the first number.
3) Rotate the dial counter-clockwise past the first number, and
stop on the second number.
4) Rotate the dial clockwise to the third and final number.
If you do it right the inset close up of the dial will be replaced by
the front of the safe. Click on the handle and open the safe.
---------------------------------------------------------------------------
--
Should I follow the Dark Being through the Portal in the bedroom?
Lighthouse is a game with a branching structure. You can make decisions
that result in things happening in different ways. Following the Dark
Being after the kidnapping, or not, is one of these branches.
It is not possible to get stuck in Lighthouse with no way out of a
situation. You can make some bad decisions, resulting in complications
along the way, but there is always a way to recover and complete the game.
Eventually, your course of action will result in one of sixteen different
endings, some good, and some bad, but unless the game is over, there is
always a way to go back and figure out things you may have missed along
the way.
---------------------------------------------------------------------------
--
What do I do with the Puzzle Box?
In Dr. Krick's study you will find a mysterious puzzle box, given to
him for safekeeping by the inventor from the parallel world. Opening the
box involves solving a series of puzzles to reach something hidden at it's
heart. Don't worry if you can't solve it completely the first time, but
you must ret urn to complete it eventually, or you will be unable to
defeat the Dark Being. There is an item you will need from beyond the
portal in order to finish the puzzle box.
---------------------------------------------------------------------------
--
How do I finish the "Hawk Tile Puzzle"?
The third puzzle you encounter in the puzzle box is the "Hawk Tile
Puzzle." It is solved by sliding a group of 25 tiles to form a picture of
a diving hawk. If this puzzle has you stumped, you can use the following
cheat to get by:
Click on the small square stud below the sliding panel that covers the
hawk puzzle. This reveals the Hawk Tile Puzzle. Use the exit arrow to the
right or left of the screen to exit to the long shot of the roll top desk.
Repeat this 4 times and a "Solve It?" button will appear below the puzzle.
Press this button to solve the puzzle instantly.
---------------------------------------------------------------------------
--
Martin's Roost
Martin's Roost is a tall tower at the edge of the sea, built by an
eccentric inventor named Martin. It is the home of the Birdman, and
contains several bizarre inventions and contraptions.
---------------------------------------------------------------------------
--
What's up with the Birdman?
The Birdman has been corrupted by the Dark Being, and must be
outsmarted at the sea-side tower called "Martin's Roost". He will do
whatever he can to stop you from getting through the tower. If he gets the
chance, he will take something you need to start the submarine. Don't
worry if he outsmarts you, there's more than one way to skin a Birdman!
---------------------------------------------------------------------------
--
What do I do with the Radio Control Unit?
Some of Martin's inventions can be affected using radio control. The
radio control unit is damaged, and must be repaired to work. Look for a
place to put it so you can fix it. There are all kinds of tools around the
workshop. Use them to make your repairs.
---------------------------------------------------------------------------
--
The submarine - how do I make it go?
There are five steps necessary to operate the submarine. They are
opening the sea gate, starting the engine, blowing the ballast, choosing a
destination, and using the throttle lever. These steps do not need to be
completed in an exact order, but must all be completed to launch the
submarine and reach a new destination.
---------------------------------------------------------------------------
--
The Temple of the Ancient Machines
The Temple is built within high cliffs that overlook the sea. Within
the temple, the machines of a bygone age are examined and integrated into
the society of the parallel world.
---------------------------------------------------------------------------
--
What's up with the legless girl?
At the Temple you will meet Liryl, guardian and sacred ward of the
Temple of the Ancient Machines. All of her friends are gone, and she is a
little insecure. Gain her trust, and she will help you reach the inner
chambers of the temple.
---------------------------------------------------------------------------
--
How do I make Liryl trust me?
At the temple you can learn the history of the world, and more about
the Dark Being and it's motives. You must hear the history of the world
before Liryl will help you, and you must confront the Birdman once again
in the central chamber of the Temple. Only then will she trust you, and
allow you access to the Temple's secret inner chambers.
---------------------------------------------------------------------------
--
How do I hear the world history?
To hear the world history, you must find a way to activate the hologram
device in the left chamber of the Temple. Explore the strange "Kinetic
Sculpture" in the right chamber to find what you need to activate the
history hologram. Use a combination of sound and motion to get what you
need.
---------------------------------------------------------------------------
--
The Wreck of the Ironclad
The Wreck is a rusting hulk on the bottom of the sea. The ship met its
doom on the rocks while traveling with precious cargo from the Temple to
the Roost.
---------------------------------------------------------------------------
--
How do I drive the Diving Pod?
Navigate the pod by using the ball-shaped control below the center
round window, and the lever to the left of the window. The sub will move
left, forward, or right depending on whether the ball-shaped control is
set left, center, or right.
Set the direction you want to go using the ball-shaped control, then
click on the left lever to travel in the direction you have selected. The
pod will stop at the next point that you can make a decision. If you are
in a hurry, click again anywhere while the pod is moving to jump to the
next location.
---------------------------------------------------------------------------
--
How do I use the Robot Arm?
The robot arm is controlled using a panel that lowers from the ceiling.
Use the left cross-shaped control lever to move the arm up, down, left, or
right. Use the right lever to extend the arm to grab at something you want
to effect. Position the arm slightly below the thing you want to effect,
then click on the right "grab" lever to reach it.
If you get it right, the lighthouse shaped "wait cursor" will appear,
and an animation will occur. If no wait cursor appears, adjust the
position of the arm slightly, and try again. You must adjust the arm
carefully, so try again if you don't get it right away.
---------------------------------------------------------------------------
--
What am I looking for at the wreck?
Using the diving pod attached to the submarine, you can get to the
wreck of the priest's ironclad ship. The ship contains one of the pieces
of the device built by the priests to defeat the Dark Being. Look around
the wreck for the missing piece. Once you find it, you will need to find a
way to get at it using your pod's robot arm.
---------------------------------------------------------------------------
--
The Island Fortress
The Island Fortress is a collection of workshops and dwellings, built
on a tiny island, and protected by thick walls and a battery of iron
cannons.
---------------------------------------------------------------------------
--
What's up with the Fortress Monster?
The monster has been ordered to defend the Fortress by the Dark Being,
and must be defeated to get through the region. To defeat him you must
find a way to reach the areas of the fortress he is guarding. Use the
tools in the fortress's workshops to build what you need to continue.
---------------------------------------------------------------------------
--
How do I stop the Monster from destroying the Bridge?
Watch the monster wander the fortress from the window in the wood shop.
Wait until he walks as far from you as possible, then build the bridge
quickly before he can return.
---------------------------------------------------------------------------
--
The Dark Domain
The Dark Domain is the stronghold of the Dark Being. It is a series of
interconnected tunnels and caverns, built inside the walls of an active
volcano.
---------------------------------------------------------------------------
--
How do I drive the train?
You must travel around the Dark Domain using the driller train parked
at the submarine dock. The two controls you will use the most are the T
shaped "throttle lever" to the right, and the large brown "switch lever"
on the left-center of the train's control panel. To move the train forward
or backward click above or below the throttle lever.
To switch tracks, click on the brown switch lever repeatedly when
approaching an intersection, either forward or backward. If you miss the
turn, back up and try again. One of the switches is broken and must be
repaired before the train can switch tracks.
---------------------------------------------------------------------------
--
How do I use the Valves in the Thermal Power Chamber?
All the contraptions inside the volcano are powered by thermal power
from the active volcano. To get through the Dark Domain, you must find
your way to the Thermal Power chamber, and learn how to use the valves on
the two giant steam engines that provide power to all the devices in the
region. To figure out what they do, pay attention to the color and shape
of the pipes that run from the thermal power chamber to the different
areas of the caverns.
---------------------------------------------------------------------------
--
How do I defeat the Dark Being?
The ultimate goal in the Dark Domain is to rescue Amanda and Dr. Krick,
and to defeat the Dark Being. To defeat him, you must collect the pieces
of the Particle Displacement Ionizing Vacuum Cannon, created by the
priests, and then scattered throughout the land for safekeeping.
There are 7 things you will need to complete the cannon. 6 parts for
the body of the cannon, and the crystal bottle that will contain the Dark
Being. There is one cannon part hidden in each region of the game, and 2
parts, recovered by the Dark Being, hidden in the Dark Domain.