Alternative Walkthrough to play Lighthouse The Dark Being in a different way. I assume that you already have played the game to achieve the only good Ending
2018: Walkthrough by: Louis Koot
If you have found this walkthrough via google search or via another site then you have probably not visited my site.
A lot more very detailed game walkthroughs can be found on my site at: www.pcgameswalkthroughs.nl
This alternative Lighthouse solution let the player play the game in a different way. In this solution the player doesn't have to open up Jeremiah's wall safe in the study room of the lighthouse. And the player doesn't have to solve the Puzzle box puzzles. Because player won't be open up the safe, he/she can not open the door of Jeremiah's laboratory, so the player will never enter the laboratory. Also the player won't go underwater with the submarine because the reduction gun isn't important in this solution. At the end of the game you don't have to worry about the assembling the Reduction Gun because you won't be needing it at all. At the end of the game you shall blow up the whole volcano with the Dark Being in it.
You will never enter Jeremiah's laboratory because you will not get the combination code for the lab door lock because you won't be opening Jeremiah's safe in his study. Ultimately you can't play the ideal ending of the game, by catching the Dark Being with the Reduction Gun. But nevertheless it is worthwhile to play Lighthouse in this alternative way.
In the game you have an inventory in witch items you pick up are stored. Your inventory is the black space beneath the screen.
However.....the inventory can only hold 4 items, but luckily you'll find an Handbag, right at the beginning of the game.
The handbag will be your real inventory and you can open it by clicking on it. You can use items from the handbag directly in the game
On the left side of the inventory you always see the Lighthouse. When you click the Lighthouse the main screen will appear.
On the main screen you'll find the options to Save, Load, New Game, Return to Game and Quit. You can also ask for a hint
You control the game entirely with your mouse. You move through the game via a number of Arrow cursors and these are the:
You're a well known novel writer, your books are all bestsellers. But it has been a while since your latest success and your publisher is waiting impatiently to publish your new book, that you haven't written yet. To be honest, you have a writers block and are in desperate need of inspiration. To get that inspiration you decide to go solitude for a while, in a hut, near a lighthouse on the Oregon coast and here the game starts.
The game starts with a short cut scene.....In the lighthouse you see Dr. Jeremiah Krick and his baby daughter Amanda...
.....What is it that scares Amanda?
The first part of this Alternative way through the game goes the same as in the "good way" to play the game.
When you have enter the Lighthouse and Amanda gets abducted by the Dark Being then we begin our different route through the game
Chapter one: Prelude to the Game:
You start in the living room of the beach house you have rented. Through the window you'll see the lighthouse where Dr. Jeremiah Krick and his baby daughter Amanda lives.
At the wall stand a table. On that table are a telephone and a red box. There's a chair in front of the table. Click the chair to pull it out of the way
Now you'll see that the table also has a drawer. Click the handle of the drawer and.......you'll see the drawer up close, in a little close-up screen, in the upper left corner.
In that close-up screen, click the grip of the drawer to open up the drawer. Your dairy lies in the drawer. Click the diary and then go through all the pages to read it....
The diary provide you with some background information about Jeremiah Krick and his baby daughter Amanda
When you're done reading the diary then click twice, somewhere in your screen, to put the diary into the inventory and to close the close-up screen. This is how it works in the game...whenever you click on something you'll see it in a little close-up screen where you can click again to do something or to pick something up. To close such a close-up screen you just click somewhere in the screen
The little red light of the telephone flickers, so there must by some messages on the phone.
Click on the telephone to see it in close-up and then click the "Message" button of the phone to listen to the messages
You have 3 messages. The first message is from your mother, the second message is from your angry publisher and the third message comes from your neighbor Jeremiah Krick at the lighthouse. Apparently something bad is happening in the lighthouse, which means that Krick urgently has to leave. But he does not want to leave Amanda alone, so he asks if you want to come to the lighthouse immediately to baby-sit Amanda.
Zoom out of the phone and then turn clockwise to the window and..........
Through the window you'll see the lighthouse...It's stormy weather with rain and lightning and .........you see that lightning hits the lighthouse.
Turn back to the telephone table. To the left of the telephone is a red box on the table. Click on the red box and the open the box in the close-up.
There's a lighter in the box. You'll need the lighter later so take it out the box to store it in your inventory
Zoom out and turn left. In front of the window stands a fragile little table and you see your front door.
Your handbag and your blue Umbrella are hanging on the standing coat rack. Take your handbag and also take your blue Umbrella.
The small table has a drawer....Click on the button of the drawer and in the close-up window you do that again. In the drawer are your money pouch and a flyer
Click twice in the drawer to move both items so that your keys become visible. Then take your keys from the drawer and zoom out.
A warning now.......
You're going to leave your cabin now to go to the lighthouse and......You shall never come back here again so before you leave make sure that you have taken the Umbrella, the handbag and the Lighter and that these 3 items are in inventory. If you leave without the umbrella and the lighter then you better start all over again. Further more......You can open and close the umbrella but don't do this now..... The umbrella is now closed...Leave it closed because If you open the umbrella now, you'll get hopelessly stuck in the game later, when it is really necessary to open the umbrella. That will then not work anymore. So leave the umbrella closed now, until the moment is there that you must open it.
Click the front door to open it. You'll see your car outside. Take the keys out of the inventory and click then on your car and.......
........Cut scene: You get in your car to drive, through the beastly weather, to the lighthouse of Jeremiah Krick and Amanda. You arrive and get out of your car.
Chapter 1: The Lighthouse:
A: Outside the Lighthouse
You're standing in front of the fence. On the right is a mailbox/letterbox. Click on the mailbox and in the close-up window open the mailbox and take out the envelope.
Zoom out. You can click on the envelope in your inventory, but you can not get the letter out of it now.
Now go forward to the front door. You can click on the door knocker but nobody will come. You can click on the door lock but the door is locked. Look down.
You look down at the green doormat. There are 2 flower pots a dolphin and a shell, on the sidewalk next to the doormat. The door key is located under one of these four objects. Click on the 2 pots, the dolphin and the shell, then hold down your mouse button and then slide the pot, dolphin or shell away. Under one of them you will find the door key. Grab the key and look up again.
Take the key from your inventory and click it on the door lock.............You put the key in the lock and the key disappears. Click again on the door lock and .... the front door opens.
However, it is rather dark in the house, so do not step inside. Turn around and go forward 1 time, in the direction of your car. Then turn again around to the lighthouse.
To the left of the front door is a glass cabinet on the wall. Go forward once again and then click on the glass cabinet.
In the close-up window you can see that there is a key in the box. Open the glass cabinet and take out the key and then zoom out again.
Turn right........You'll see the little shed that stands against the side of the house. Go forward to it. The door of the shed is locked with a padlock.
Click on the padlock to see it in close-up. Take the newly found key from your inventory and then click with it on the padlock.
The lock opens and you automatically zoom out. Now click on the door of the shed. The door opens...........
.A metal cupboard hangs in the shed. Click on that metal cupboard. Then open the metal cupboard in the close-up window
There are three levers in the box. Click on all 3 levers and do this from left to right. The 2 small levers remain lowered but the larger lever makes a short circuit and floats back up...don't worry about this, it's what the 3rd lever must do. Zoom out. Behind the stems of the two garden tools you see a black crowbar hanging. Take the crowbar....do not forget this.
Step back, go left, forward and turn around to be back in front of the front door.
Go forward and click on the door lock again. The door opens again and .... the house now lights up. Go forward 1 time. You're in the hallway.
B: Lighthouse: Inside:
There are 4 doors in the hallway. The first door, on the right, gives access to Jeremiah Krick's study. The rear door, on the right, gives access to the bedroom.
The gray metal door is the door of the laboratory and you can not enter it yet. In this solution you will never go into the laboratory. The door, left in the back, is open an give access to the living room / kitchen.
Until now everything was the same as it is in the "good" solution for this game. But from here on we take a different route trough the game.
Click on the doorknob of the study room door to open the door. Then go inside. When you have entered the study turn right immediately.
You'll see a Rolling Desk in the corner. The shutter of the desk is closed but there's a drawer located at the top right of the desk.
Click the button of the drawer and in the close-up window do that again. The drawer slides open.
There is a long kind of knife in the drawer. It is a letter opener. Grab the letter opener from the drawer and zoom out.
In your inventory, click on the envelope that you have taken out of the mailbox.
The envelope will appear in a close-up screen at the top right. Grab the letter opener from your inventory and click with it the envelope.
You cut the envelope open. A note from Jeremiah Krick comes out an you lose the letter opener right away. Read the note, it is addressed to you.
In the letter, Jeremiah talks about his safe that must be here somewhere in the study. In the save lies his will and testament .... in case something happens to him. At the bottom of the note you read the code for the safe .... 5-18-28. You can forget this code right away because we shall not open Jeremiah's safe in this solution
Click on the note to store it in your inventory. Now click on the roller shutter of the desk. The shutter opens. In the now opened desk you'll now see 2 things. On the left is a Box and on the right are a few letters.
Click on those letters. They come to stand big in your screen. These are pages from Jeremiah Krick's Diary. You will find much more of it. These are the pages 116, 117 and 118.
You hear the voice of Jeremiah reading the pages aloud. Read with him. By clicking on a page you can proceed to the next page. Do this only when Jeremiah has finished the page. Page 116 tells you about the "Other Side" and about a Tower. On pages 117 and 118 you can read about an eccentric old inventor living in the Parallel World and something about the Dark Being. Jeremiah also talks about a Puzzle Box that he got from that inventor and that he have tried to open that Puzzle Box. Which he did not quite succeed in. At the bottom of Page 118 you see a drawing of a "Bird in a Circle". Remember what this bird looks like, because in a minute you must make this bird
When your done reading click beside the pages to store them in inventory. Leave the puzzle box alone now because you do not have to do the puzzle box puzzles in this solution. Once you leave this Lighthouse, in a few moments, you will not come back here until the end of the game. Turn left.....You see the a hanging bookcase on the wall. Behind the books in this bookcase is Jeremiah's wall safe but there's now no need to open this safe.
So leave this bookcase and the wall safe alone and turn left again and you stand in front of the large cabinet. The cabinet has 4 shelves.
You have to pick 2 items from this cabinet and they are the yellow bird that is on the top shelf and the blue shell, that's on the second shelf....That blue shell appears to be a handful of pebbles.
NB: You don't have to take the 2 red stones now because those 2 stones are for the puzzle box and you don't have to do the puzzle box in this solution
Bed room: Amanda
If you have taken yellow bird and the blue shell out of this cupboard, turn left again and go back into the hallway and in then go into the bed room.
Jeremiah shares his bed room with his baby daughter Amanda. On the floor, in front of Amanda's cradle, lies a toy Soldier. Grab the toy soldier off the floor.
In inventory click on the toy soldier. It appears, at top right, in a close-up window. The soldier is a drummer and it turns around.
In the back of the soldier there is a key. Click on the key. The key will disappear into your inventory and you loose the soldier
Go to the window. On the small round table are a number of pages from the diary of Jeremiah. Zoom in on the table via the slanted left down arrow. Click on the papers that are on the table.
You read page 63 and Jeremiah reads them aloud again. Read the pages and they will be stored in the gray folder again.
Zoom out of the table and then turn around. You look into the corridor and the living room, but you are still in the bedroom. On the left, there is an Alarm Clock on a low table. Take the Alarm Clock
When you have taken the alarm clock, turn right to stand before Amanda's cradle. You will lean forward over Amanda's cradle and look down at Amanda. Amanda looks at you hopefully and keeps on crowing. Well ..... go ahead .... tickle Amanda for a moment ..... Click on Amanda with your arrow and ...... Hula ....I said tickle Amanda.... not pinch the poor baby... . Amanda starts to cry and you can not really stand it. Maybe Amanda is hungry?
Turn left. You look into the living room through the open doors. Go forward one time and you are in the living room. Go forward 1 time, towards the fireplace.
Then turn right. You're standing in front of the kitchen counter. There are a few white letters on the counter. In the corner stand Jeremiah's refrigerator
Click on those letters to read them. These are the pages 31, 32 and 49 of Jeremiah's diary and they are stored in inventory
Click on the door of the refrigerator and then open the refrigerator door in the close-up screen. There is a nipple bottle with milk in the refrigerator. Grab the nipple bottle from the refrigerator.
Zoom out and turn right. You look into the corridor and to the, again closed, door of the bedroom. Go back to Amanda in the bedroom and now give her the bottle of milk.
Amanda likes that and she's going to sit and suck her bottle. Go back to the living room and once more in the direction of the fireplace but now turn left. To the right of the green bank stands a bookcase
The bookcase has 4 compartments. Number them, from top to bottom, 1, 2, 3, 4. Compartment 2 has a lid. Click in/on compartment 2 to see this compartment in the close-up screen. There is something behind the lid. It is a Compass and you need it. Without this compass the game does not continue.
So click on the round button to open the lid and then grab the Compass and Zoom out from the close-up window
You can now use the compass to see which way you go. To do this, click on the compass in your inventory. The compass will then open and appear at top right of your screen and it will remain there the rest of the game. However, I did not use the compass myself because I found that it was rather annoying in the way.
Now you have to wait until you hear Amanda cry again. This wait can take up a few seconds but it could also be a few minutes. In the meantime, you can click on the paintings on the walls or read those letters on the counter of the kitchen. After a few seconds, or minutes, you hear Amanda cry again.....Go back to Amanda in the bedroom and ......
A yellow Circle has appeared in the bedroom. It is a portal to the Parallel World. A strange creepy person grabs Amanda and jumps with her through the Portal and disappears. Amanda has been abducted ...... but by whom and where to? That creepy person that has taking Amanda is the "DARK BEING" and it comes from a Parallel World that exists next to our world in a different dimension. You will learn all about it as you go on
You get the Forward Arrow on the Yellow Portal circle. You have to make a choice now. You can now jump through the Portal to the parallel world or you don't do this now.
This walkthrough assumes that you follow the Dark Being through the portal now, so go forwards en jump through the portal and......
You end up in the laboratory of the Dark Being in the parallel world. Turn right and.....You see Jeremiah....he's in a chair of some device and he is unconscious....Where is baby Amanda?
On your right is the Teleporter still active...don't jump into the Teleporter, but turn left twice and........
You get knocked unconscious by the Dark Being......Your screen goes black a few seconds and then you find yourself back, lying on a beach, looking at a wooden jetty that goes in to the ocean
You are in
Chapter 2: Parallel World part one: The Tower and the Submarine
2018: Walkthrough by: Louis Koot