Lighthouse: The Dark Being Cheat
Using the BAT WHISTLE:
Introduction
In the different walkthroughs I found on Lighthouse, after finishing
the game spending way to much time on it and more than once thinking
I was mad by trying to do it all by myself, nobody ever seemed to
mention that there indeed is a use for the bat whistle in the game.
Some even refer to it as 'without apparent use in the game' or
advise you to save your game before carrying out some actions that
require you to use the bat whistle afterwards, to let you restore
your saved game after you tried out that nice sideway. The only
situation in which I found it is necessary to start all over is
when you forget to take the lighter and the umbrella all in the
beginning of the game in your cottage.
Well, during my venture I got convinced of one thing. There is
for sure a use for it and you can sometimes really need this thing.
All depends on the order in which you visit places and the transportation
devices you use. The game isn't linear at all, except maybe for
the fact that you have to visit the volcano last.
So, what follows is a rather straightforward explanation of the
three situations in which I found a need for the bat whistle. It's
perfectly possible that there are more. If so, please let me know.
I hereby assume that you already played the game and are wondering
by yourself where you could have used the whistle, or otherwise
that you are completely stuck, don't know where to go next or can't
go anywhere anymore.
All in all, what follows is a spoiler. I won't be subtle and I
do assume that you are familiar with the game, its locations and
the items found and used in it.
Here it comes!
Suppose that you are at the roost (that's where Martin lived),
and you saw the birdman steal an item from the desk drawer. You
already found out that you need this item to drive the submarine,
so it seems that you have no way to leave the roost this way.
Therefore, you decide to fix the remote control, use it on the
ladder in the top floor and take off with the mechanical bat straight
to the temple. After you start playing with the controls for the
huge magnet, you see the birdman enter her premises and start hassling
her. Before he does this, he drops the throttle you need. You capture
the birdman with the magnet and are able to retrieve the throttle.
Now, since you are there, and Lyril tells you that she trusts
you now, you decide to explore the temple. At the end you use the
teleporter to return to the roost. Here, you use the submarine to
end up in the fortress.
After defeating the monster you decide to return to the lighthouse,
in order to solve the puzzle box. You can do this in two ways:
- Take the submarine back to the roost. To return to the lighthouse
you have to get to the temple where you can use the teleporter
to transport yourself to the lighthouse. The bat is however at
the temple, so to get there you need to call it back. And here
you can use the whistle.
Put it in one of your inventory slots, click on it to get
it in a window at the right top of your screen. Then, click
on the whistle to stop it turning around. Turn the knob until
all lights are on and then click on the white spot just above
the lights you've just turned on. The bat will return. Just
rewind it and use it to go back to the temple and teleport yourself
to the lighthouse from there.
After solving the puzzle box, you can transport yourself back
to the roost by using Dr. Kricks machinery in his lab, take
the submarine and venture on.
- Take the ornithopter, after fixing it, to the temple. Here
you use the teleporter to return to the lighthouse. After solving
the puzzle box you can only go to the roost, using Dr. Krick's
teleporter in his lab. And now you are stuck, no submarine and
no way to get to the temple since the bat is overthere. Yes, our
second situation in which to use the whistle pops up. Dial it
up, click on it, and the bat returns.
Rewind the bat, use it return to the temple, go to the tower
where you landed the ornithopter and use the latter one to return
to the fortress. >From here, you can head for the submarine
to venture on.
The third situation in which you can need the whistle is much further
on in the game. You are already in the volcano, and are driving around
with the train. You already visited the valve room, made sure all
valves are open, and are now on the north track where the Dark Being
blocks your way with some rocks. After removing them with some dynamite
you continue your ride to end up at a dead track. Here you can enter
the Dark Being's lab. Now, when you turn right to face him, he will
hit you and you'll return to the roost:
- Now, depending on what you did before you can be stuck here.
The submarine is in the volcano and it's possible that the bat
is not in the tower but at the entrance of the temple. This is
the case if you used it to get there and returned to another spot
by using the teleporter after gaining Lyril's thrust. So here,
again you will need the bat whistle to call the bat back to the
tower. Once the bat is back, rewind it, and return to the temple.
Here you can use the teleporter to return to the submarine.
You end up where you initially entered the volcano, and don't
ask me how, but the train is waiting for you again to continue
exploring the Dark Being's home. I think it got bored at the
entrance of the lab, and decided to return to its home spot
by itself.
Conclusion
This is it. I hope that I rescued some people from burning their
brain looking for a use for that, at the first sight, rather useless
thing. Or maybe, you're now convinced that the game hasn't that
much dead ends as you initially encountered. You can now stop restoring
saved games, and replaying whole parts of the game trying to figure
out how to get from here to there with only one goal, reaching the
end.
So, now just venture on and enjoy a very nice, terribly difficult
and intriguing game. I think it's one of the better ones from Sierra,
but from what I read on the Internet, not everybody seems to share
that point of view with me. Oh yes, I liked Shivers, The Beast Within
and even Phantasmagoria, but what's the fun if all games are alike
each other?
© 1996, Erik Gos - Erik.Gos@hiva.kuleuven.ac.be
You can help keep The Sierra Help Pages alive
by helping to defray some of the costs of hosting this site. If it has been of help to you, please
consider contributing to help keep it online.
Thank you. |
|